Improved iron golem detection algorithm
- You need to make it like in vanilla - Only used blocks are removed
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parent
c6946fb8c4
commit
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@ -30,8 +30,8 @@ public:
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if
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(
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a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
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(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) &&
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(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) &&
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a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK &&
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a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK &&
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a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK
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)
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{
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@ -39,6 +39,19 @@ public:
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem);
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}
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else if
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(
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a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
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a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
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a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK &&
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a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ) == E_BLOCK_IRON_BLOCK
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)
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{
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a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
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a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0);
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