Merge pull request #2162 from lkolbly/master
Nether Portal Jumping & Creation Code
This commit is contained in:
commit
d436a71cbc
@ -14,6 +14,7 @@ jan64
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jasperarmstrong
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keyboard
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Lapayo
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lkolbly
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Luksor
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linnemannr (Reid Linnemann)
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M10360
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@ -54,6 +54,7 @@ SET (SRCS
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MobProximityCounter.cpp
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MobSpawner.cpp
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MonsterConfig.cpp
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NetherPortalScanner.cpp
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OverridesSettingsRepository.cpp
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ProbabDistrib.cpp
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RankManager.cpp
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@ -126,6 +127,7 @@ SET (HDRS
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MobProximityCounter.h
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MobSpawner.h
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MonsterConfig.h
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NetherPortalScanner.h
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OverridesSettingsRepository.h
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ProbabDistrib.h
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RankManager.h
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@ -640,6 +640,7 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
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else if ((*itr)->IsWorldTravellingFrom(m_World))
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{
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// Remove all entities that are travelling to another world
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LOGD("Removing entity from [%d, %d] that's travelling between worlds.", m_PosX, m_PosZ);
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MarkDirty();
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(*itr)->SetWorldTravellingFrom(nullptr);
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itr = m_Entities.erase(itr);
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@ -695,7 +696,6 @@ void cChunk::MoveEntityToNewChunk(cEntity * a_Entity)
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}
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ASSERT(Neighbor != this); // Moving into the same chunk? wtf?
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Neighbor->AddEntity(a_Entity);
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class cMover :
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@ -13,6 +13,7 @@
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#include "Player.h"
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#include "Items/ItemHandler.h"
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#include "../FastRandom.h"
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#include "../NetherPortalScanner.h"
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@ -42,6 +43,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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m_WorldTravellingFrom(nullptr),
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m_EntityType(a_EntityType),
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m_World(nullptr),
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m_IsWorldChangeScheduled(false),
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m_IsFireproof(false),
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m_TicksSinceLastBurnDamage(0),
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m_TicksSinceLastLavaDamage(0),
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@ -1260,9 +1262,26 @@ void cEntity::DetectCacti(void)
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void cEntity::ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition)
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{
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m_NewWorld = a_World;
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m_NewWorldPosition = a_NewPosition;
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m_IsWorldChangeScheduled = true;
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}
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bool cEntity::DetectPortal()
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{
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// If somebody scheduled a world change with ScheduleMoveToWorld, change worlds now.
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if (m_IsWorldChangeScheduled)
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{
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m_IsWorldChangeScheduled = false;
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MoveToWorld(m_NewWorld, false, m_NewWorldPosition);
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return true;
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}
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if (GetWorld()->GetDimension() == dimOverworld)
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{
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if (GetWorld()->GetLinkedNetherWorldName().empty() && GetWorld()->GetLinkedEndWorldName().empty())
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@ -1313,7 +1332,14 @@ bool cEntity::DetectPortal()
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((cPlayer *)this)->GetClientHandle()->SendRespawn(dimOverworld);
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}
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return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedOverworldName()), false);
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Vector3d TargetPos = GetPosition();
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TargetPos.x *= 8.0;
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TargetPos.z *= 8.0;
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cWorld * TargetWorld = cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedOverworldName(), dimNether, GetWorld()->GetName());
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LOGD("Jumping nether -> overworld");
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new cNetherPortalScanner(this, TargetWorld, TargetPos, 256);
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return false;
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}
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else
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{
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@ -1330,7 +1356,14 @@ bool cEntity::DetectPortal()
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((cPlayer *)this)->GetClientHandle()->SendRespawn(dimNether);
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}
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return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedNetherWorldName(), dimNether, GetWorld()->GetName()), false);
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Vector3d TargetPos = GetPosition();
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TargetPos.x /= 8.0;
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TargetPos.z /= 8.0;
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cWorld * TargetWorld = cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedNetherWorldName(), dimNether, GetWorld()->GetName());
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LOGD("Jumping overworld -> nether");
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new cNetherPortalScanner(this, TargetWorld, TargetPos, 128);
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return false;
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}
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}
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case E_BLOCK_END_PORTAL:
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@ -1392,7 +1425,7 @@ bool cEntity::DetectPortal()
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bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
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bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition)
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{
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UNUSED(a_ShouldSendRespawn);
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ASSERT(a_World != nullptr);
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@ -1414,6 +1447,8 @@ bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
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SetWorldTravellingFrom(GetWorld()); // cChunk::Tick() handles entity removal
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GetWorld()->BroadcastDestroyEntity(*this);
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SetPosition(a_NewPosition);
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// Queue add to new world
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a_World->AddEntity(this);
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cWorld * OldWorld = cRoot::Get()->GetWorld(GetWorld()->GetName()); // Required for the hook HOOK_ENTITY_CHANGED_WORLD
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@ -1438,7 +1473,7 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
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return false;
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}
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return DoMoveToWorld(World, a_ShouldSendRespawn);
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return DoMoveToWorld(World, a_ShouldSendRespawn, GetPosition());
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}
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@ -392,15 +392,20 @@ public:
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/// Teleports to the coordinates specified
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virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ);
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/// Schedules a MoveToWorld call to occur on the next Tick of the entity
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void ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition);
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bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) { return DoMoveToWorld(a_World, a_ShouldSendRespawn, a_NewPosition); }
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/** Moves entity to specified world, taking a world pointer */
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bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn = true) { return DoMoveToWorld(a_World, a_ShouldSendRespawn); }
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bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn = true) { return MoveToWorld(a_World, a_ShouldSendRespawn, GetPosition()); }
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/** Moves entity to specified world, taking a world name */
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bool MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn = true);
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// tolua_end
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virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn);
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virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition);
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/** Returns if the entity is travelling away from a specified world */
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bool IsWorldTravellingFrom(cWorld * a_World) const { return (m_WorldTravellingFrom == a_World); }
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@ -531,22 +536,27 @@ protected:
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cWorld * m_World;
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/// Whether the entity is capable of taking fire or lava damage.
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/** State variables for ScheduleMoveToWorld. */
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bool m_IsWorldChangeScheduled;
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cWorld * m_NewWorld;
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Vector3d m_NewWorldPosition;
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/** Whether the entity is capable of taking fire or lava damage. */
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bool m_IsFireproof;
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/// Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire())
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/** Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire()) */
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int m_TicksSinceLastBurnDamage;
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/// Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava.
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/** Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava. */
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int m_TicksSinceLastLavaDamage;
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/// Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire.
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/** Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire. */
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int m_TicksSinceLastFireDamage;
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/// Time, in ticks, until the entity extinguishes its fire
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/** Time, in ticks, until the entity extinguishes its fire */
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int m_TicksLeftBurning;
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/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
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/** Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. */
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int m_TicksSinceLastVoidDamage;
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/** Does the actual speed-setting. The default implementation just sets the member variable value;
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@ -1620,10 +1620,7 @@ void cPlayer::TossItems(const cItems & a_Items)
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}
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bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
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bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition)
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{
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ASSERT(a_World != nullptr);
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@ -1653,6 +1650,8 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
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SetWorldTravellingFrom(GetWorld()); // cChunk handles entity removal
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GetWorld()->RemovePlayer(this, false);
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SetPosition(a_NewPosition);
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// Queue adding player to the new world, including all the necessary adjustments to the object
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a_World->AddPlayer(this);
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cWorld * OldWorld = cRoot::Get()->GetWorld(GetWorld()->GetName()); // Required for the hook HOOK_ENTITY_CHANGED_WORLD
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@ -358,7 +358,7 @@ public:
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/** Moves the player to the specified world.
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Returns true if successful, false on failure (world not found). */
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virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn) override;
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virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) override;
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/** Saves all player data, such as inventory, to JSON */
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bool SaveToDisk(void);
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290
src/NetherPortalScanner.cpp
Normal file
290
src/NetherPortalScanner.cpp
Normal file
@ -0,0 +1,290 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "NetherPortalScanner.h"
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#include "Vector3.h"
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#include "Entities/Entity.h"
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#include "World.h"
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cNetherPortalScanner::cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY) :
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m_Entity(a_MovingEntity),
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m_World(a_DestinationWorld),
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m_FoundPortal(false),
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m_BuildPlatform(true),
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m_Dir(Direction::X),
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m_PortalLoc(a_DestPosition.Floor()),
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m_Position(a_DestPosition),
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m_MaxY(a_MaxY)
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{
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int MinX = FloorC((m_Position.x - SearchRadius) / cChunkDef::Width);
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int MinZ = FloorC((m_Position.z - SearchRadius) / cChunkDef::Width);
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int MaxX = CeilC((m_Position.x + SearchRadius) / cChunkDef::Width);
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int MaxZ = CeilC((m_Position.z + SearchRadius) / cChunkDef::Width);
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for (int x = MinX; x < MaxX; x++)
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{
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for (int z = MinZ; z < MaxZ; z++)
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{
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Add(x, z);
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}
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}
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Enable(*a_DestinationWorld->GetChunkMap());
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}
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void cNetherPortalScanner::OnChunkAvailable(int a_ChunkX, int a_ChunkZ)
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{
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cChunkDef::BlockTypes blocks;
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m_World->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, blocks);
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// Iterate through all of the blocks in the chunk
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for (unsigned int i = 0; i < cChunkDef::NumBlocks; i++)
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{
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if (blocks[i] == E_BLOCK_NETHER_PORTAL)
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{
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Vector3i Coordinate = cChunkDef::IndexToCoordinate(i);
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Vector3d PortalLoc = Vector3d(Coordinate.x + a_ChunkX * cChunkDef::Width, Coordinate.y, Coordinate.z + a_ChunkZ * cChunkDef::Width);
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if (!m_FoundPortal)
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{
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m_FoundPortal = true;
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m_PortalLoc = PortalLoc;
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}
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else
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{
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if ((PortalLoc - m_Position).SqrLength() < (m_PortalLoc - m_Position).SqrLength())
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{
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m_FoundPortal = true;
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m_PortalLoc = PortalLoc;
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}
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}
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}
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}
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}
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bool cNetherPortalScanner::IsValidBuildLocation(Vector3i a_BlockPos)
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{
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// Check the base
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for (int i = 0; i < SearchSolidBaseWidth; i++)
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{
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for (int j = 0; j < PortalLength; j++)
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{
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BLOCKTYPE blocktype = m_World->GetBlock(a_BlockPos.x + i, a_BlockPos.y, a_BlockPos.z + j);
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if (!cBlockInfo::IsSolid(blocktype))
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{
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return false;
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}
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// Check the airspace
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for (int k = 1; k < PortalHeight; k++)
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{
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blocktype = m_World->GetBlock(a_BlockPos.x + i, a_BlockPos.y + k, a_BlockPos.z + j);
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if (blocktype != E_BLOCK_AIR)
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{
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return false;
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}
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}
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}
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}
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return true;
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}
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bool cNetherPortalScanner::OnAllChunksAvailable(void)
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{
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if (m_FoundPortal)
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{
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// Find the bottom of this portal
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while (m_World->GetBlock(m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z) == E_BLOCK_NETHER_PORTAL)
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{
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m_PortalLoc.y -= 1.0;
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}
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m_PortalLoc.y += 1.0;
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// Figure out which way the portal is facing
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int BXP = m_World->GetBlock(m_PortalLoc.x + 1, m_PortalLoc.y, m_PortalLoc.z);
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int BXM = m_World->GetBlock(m_PortalLoc.x - 1, m_PortalLoc.y, m_PortalLoc.z);
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if ((BXP == E_BLOCK_NETHER_PORTAL) || (BXM == E_BLOCK_NETHER_PORTAL))
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{
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// The long axis is along X
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m_Dir = Direction::X;
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}
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else
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{
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// The long axis is along Z
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m_Dir = Direction::Y;
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}
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}
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else
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{
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// Scan the area for a suitable location
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int minx = FloorC(m_Position.x) - BuildSearchRadius;
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int minz = FloorC(m_Position.z) - BuildSearchRadius;
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int maxx = FloorC(m_Position.x) + BuildSearchRadius;
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int maxz = FloorC(m_Position.z) + BuildSearchRadius;
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int maxy = m_MaxY;
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std::vector<Vector3i> Possibilities;
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int x, y, z;
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for (y = 0; y < maxy - PortalHeight; y++)
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{
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for (x = minx; x < maxx - PortalLength; x++)
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{
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for (z = minz; z < maxz - SearchSolidBaseWidth; z++)
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{
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Vector3i Location = Vector3i(x, y, z);
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if (IsValidBuildLocation(Location))
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{
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Possibilities.push_back(Vector3i(x, y, z));
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}
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}
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}
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}
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if (Possibilities.size() > 0)
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{
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m_BuildPlatform = false;
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// Find the nearest
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double DistanceToClosest = (Possibilities[0] - m_Position).SqrLength();
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Vector3i Closest = Possibilities[0];
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for (const auto & itr : Possibilities)
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{
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double Distance = (itr - m_Position).SqrLength();
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if (Distance < DistanceToClosest)
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{
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DistanceToClosest = Distance;
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Closest = itr;
|
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}
|
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}
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m_PortalLoc = Closest;
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}
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}
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return true;
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}
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||||
|
||||
|
||||
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||||
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void cNetherPortalScanner::BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform)
|
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{
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int x = a_Location.x;
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int y = a_Location.y;
|
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int z = a_Location.z;
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// Clear a 3x4x4 area starting right above the base
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for (int i = 0; i < SearchSolidBaseWidth; i++)
|
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{
|
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for (int j = 0; j < PortalLength; j++)
|
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{
|
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for (int k = 1; k < PortalHeight; k++)
|
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{
|
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if (a_Direction == Direction::Y)
|
||||
{
|
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m_World->SetBlock(x + i, y + k, z + j, E_BLOCK_AIR, 0);
|
||||
}
|
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else if (a_Direction == Direction::X)
|
||||
{
|
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m_World->SetBlock(x + j, y + k, z + i, E_BLOCK_AIR, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Put in an obsidian base
|
||||
if (a_IncludePlatform)
|
||||
{
|
||||
for (int j = 0; j < PortalLength; j++)
|
||||
{
|
||||
// +2 on the short axis because that's where we deposit the entity
|
||||
if (a_Direction == Direction::Y)
|
||||
{
|
||||
m_World->SetBlock(x + 2, y, z + j, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
else if (a_Direction == Direction::X)
|
||||
{
|
||||
m_World->SetBlock(x + j, y, z + 2, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Build an obsidian frame
|
||||
for (int i = 0; i < PortalHeight; i++)
|
||||
{
|
||||
if (a_Direction == Direction::Y)
|
||||
{
|
||||
m_World->SetBlock(x + 1, y + i, z, E_BLOCK_OBSIDIAN, 0);
|
||||
m_World->SetBlock(x + 1, y + i, z + 3, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
else if (a_Direction == Direction::X)
|
||||
{
|
||||
m_World->SetBlock(x, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
|
||||
m_World->SetBlock(x + 3, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < PortalLength; i++)
|
||||
{
|
||||
if (a_Direction == Direction::Y)
|
||||
{
|
||||
m_World->SetBlock(x + 1, y + 4, z + i, E_BLOCK_OBSIDIAN, 0);
|
||||
m_World->SetBlock(x + 1, y, z + i, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
else if (a_Direction == Direction::X)
|
||||
{
|
||||
m_World->SetBlock(x + i, y + 4, z + 1, E_BLOCK_OBSIDIAN, 0);
|
||||
m_World->SetBlock(x + i, y, z + 1, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Fill the frame (place a fire in the bottom)
|
||||
m_World->SetBlock(x + 1, y + 1, z + 1, E_BLOCK_FIRE, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cNetherPortalScanner::OnDisabled(void)
|
||||
{
|
||||
// Now we actually move the player
|
||||
if (!m_FoundPortal)
|
||||
{
|
||||
// Build a new nether portal.
|
||||
LOGD("Building nether portal at {%d, %d, %d}", m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z);
|
||||
BuildNetherPortal(m_PortalLoc, m_Dir, m_BuildPlatform);
|
||||
m_PortalLoc.x += 1;
|
||||
m_PortalLoc.y += 2;
|
||||
m_PortalLoc.z += 1;
|
||||
}
|
||||
|
||||
// Put the entity near the opening
|
||||
Vector3d Position = m_PortalLoc;
|
||||
if (m_Dir == Direction::Y)
|
||||
{
|
||||
Position.x += OutOffset;
|
||||
Position.z += AcrossOffset;
|
||||
}
|
||||
else if (m_Dir == Direction::X)
|
||||
{
|
||||
Position.x += AcrossOffset;
|
||||
Position.z += OutOffset;
|
||||
}
|
||||
|
||||
LOGD("Placing player at {%f, %f, %f}", Position.x, Position.y, Position.z);
|
||||
m_Entity->ScheduleMoveToWorld(m_World, Position);
|
||||
delete this;
|
||||
}
|
||||
|
75
src/NetherPortalScanner.h
Normal file
75
src/NetherPortalScanner.h
Normal file
@ -0,0 +1,75 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Vector3.h"
|
||||
#include "ChunkStay.h"
|
||||
|
||||
|
||||
class cEntity;
|
||||
class cWorld;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// This is the chunk stay which finds nearby nether portals
|
||||
class cNetherPortalScanner : public cChunkStay
|
||||
{
|
||||
public:
|
||||
cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
|
||||
virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkY) override;
|
||||
virtual bool OnAllChunksAvailable(void) override;
|
||||
virtual void OnDisabled(void) override;
|
||||
|
||||
enum class Direction
|
||||
{
|
||||
X,
|
||||
Y
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
/** Length and height, including the obsidian. */
|
||||
static const int PortalLength = 4;
|
||||
static const int PortalHeight = 5;
|
||||
|
||||
static const int SearchRadius = 128;
|
||||
static const int BuildSearchRadius = 16;
|
||||
|
||||
/** The width of a solid base to search for when building. */
|
||||
static const int SearchSolidBaseWidth = 3;
|
||||
|
||||
/** Where to place the player out from the face and across the face */
|
||||
const double OutOffset = 1.5;
|
||||
const double AcrossOffset = 0.5;
|
||||
|
||||
/** Builds a portal. */
|
||||
void BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform);
|
||||
|
||||
/** Whether the given location is a valid location to build a portal. */
|
||||
bool IsValidBuildLocation(Vector3i a_BlockPosition);
|
||||
|
||||
/** The entity that's being moved. */
|
||||
cEntity * m_Entity;
|
||||
|
||||
/** The world we're moving the entity to. */
|
||||
cWorld * m_World;
|
||||
|
||||
/** Whether we found a portal during the loading of the chunks. */
|
||||
bool m_FoundPortal;
|
||||
|
||||
/** Whether to build a platform. True if we couldn't build the portal on solid ground */
|
||||
bool m_BuildPlatform;
|
||||
|
||||
/** The direction of the portal. */
|
||||
Direction m_Dir;
|
||||
|
||||
/** The position of the pre-existing portal. */
|
||||
Vector3i m_PortalLoc;
|
||||
|
||||
/** The center of the search area */
|
||||
Vector3d m_Position;
|
||||
|
||||
/** The maximum Y to scan to */
|
||||
int m_MaxY;
|
||||
};
|
Loading…
Reference in New Issue
Block a user