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Fixed mob spawning so that hostile mobs will not spawn incorrectly.

This commit is contained in:
Samuel Barney 2013-10-25 11:50:46 -06:00
parent 00480a1d9a
commit 4e024f5d87

View File

@ -126,78 +126,48 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level) bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level)
{ {
bool toReturn = false; if (m_AllowedTypes.find(a_MobType) != m_AllowedTypes.end())
std::set<cMonster::eType>::iterator itr = m_AllowedTypes.find(a_MobType);
if (itr != m_AllowedTypes.end())
{ {
// MG TODO : find a nicer paging switch(a_MobType)
if (a_MobType == cMonster::mtSquid)
{ {
toReturn = ( case cMonster::mtSquid:
IsBlockLiquid(a_BlockType) && return IsBlockWater(a_BlockType) && (a_Level >= 45) && (a_Level <= 62);
a_Level >= 45 &&
a_Level <= 62 case cMonster::mtBat:
); return a_Level <= 63 && (a_Skylight == 0) && (a_Blocklight <= 4) && (a_BlockType == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_above]);
}
else if (a_MobType == cMonster::mtBat) case cMonster::mtChicken:
{ case cMonster::mtCow:
toReturn = a_Level <= 63 && (a_Skylight == 0) && (a_Blocklight <= 4); // MG TODO : find a real rule case cMonster::mtPig:
} case cMonster::mtHorse:
else case cMonster::mtSheep:
{ return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
if ( (a_BlockType_below == E_BLOCK_GRASS) && (a_Skylight >= 9);
a_BlockType == E_BLOCK_AIR &&
a_BlockType_above == E_BLOCK_AIR && case cMonster::mtOcelot:
! (g_BlockTransparent[a_BlockType_below]) return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) &&
) ((a_BlockType_below == E_BLOCK_GRASS) || (a_BlockType_below == E_BLOCK_LEAVES)) && (a_Level >= 62) && (m_Random.NextInt(3,a_Biome) != 0);
{
if (a_MobType == cMonster::mtChicken || a_MobType == cMonster::mtPig || a_MobType == cMonster::mtCow || a_MobType == cMonster::mtSheep) case cMonster::mtEnderman:
{ return false;
toReturn = ( case cMonster::mtCreeper:
(a_BlockType_below == E_BLOCK_GRASS) && case cMonster::mtZombie:
(a_Skylight >= 9 ) case cMonster::mtSpider:
); return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
} (a_Skylight <= 7) && (a_Blocklight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
else if (a_MobType == cMonster::mtOcelot)
{ case cMonster::mtSlime:
toReturn = ( return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
(a_Level >= 62) && (a_Level <= 40);
( case cMonster::mtGhast:
(a_BlockType_below == E_BLOCK_GRASS) || case cMonster::mtZombiePigman:
(a_BlockType_below == E_BLOCK_LEAVES) return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
) && (m_Random.NextInt(20,a_Biome) == 0);
(m_Random.NextInt(3,a_Biome) != 0) default:
); LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
} return false;
else if (a_MobType == cMonster::mtCreeper || a_MobType == cMonster::mtSkeleton || a_MobType == cMonster::mtZombie || a_MobType == cMonster::mtSpider || a_MobType == cMonster::mtEnderman || a_MobType == cMonster::mtZombiePigman)
{
toReturn = (a_Skylight <= 7) && (a_Blocklight <= 7);
if (a_Skylight)
{
if (m_Random.NextInt(2,a_Biome) != 0)
{
toReturn = false;
}
}
}
else if (a_MobType == cMonster::mtSlime)
{
toReturn = a_Level <= 40;
// MG TODO : much more complicated rules
}
else if (a_MobType == cMonster::mtGhast)
{
toReturn = m_Random.NextInt(20,a_Biome) == 0;
}
else
{
LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
toReturn = false;
}
}
} }
} }
return toReturn;
} }