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Improved iron golem detection algorithm

- You need to make it like in vanilla
- Only used blocks are removed
This commit is contained in:
tonibm19 2013-12-23 12:00:08 +01:00
parent c6946fb8c4
commit 99ade2fa12

View File

@ -30,8 +30,8 @@ public:
if if
( (
a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK && a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) || (a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK &&
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK) || (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK &&
a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK
) )
{ {
@ -39,6 +39,19 @@ public:
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
}
else if
(
a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK
)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);