Current Mob Spawning code.
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@ -539,14 +539,29 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
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// MG TODO: fix the "light" thing, I'm pretty sure that UnboundedRelGetBlock s not returning the right thing
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// MG TODO : check that "Level" really means Y
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cEntity* newMob = a_MobSpawner.TryToSpawnHere(BlockType, BlockMeta, BlockType_below, BlockMeta_below, BlockType_above, BlockMeta_above, Biome, Try_Y, MaxNbOfSuccess);
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if (newMob)
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NIBBLETYPE SkyLight = GetSkyLight(Try_X, Try_Y+1, Try_Z);
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if (!SkyLight)
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SkyLight = GetSkyLight(Try_X, Try_Y, Try_Z);
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if (!SkyLight)
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SkyLight = GetSkyLight(Try_X, Try_Y - 1, Try_Z);
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NIBBLETYPE BlockLight = GetBlockLight(Try_X, Try_Y+1, Try_Z);
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if (!BlockLight)
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BlockLight = GetBlockLight(Try_X, Try_Y, Try_Z);
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if (!BlockLight)
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BlockLight = GetBlockLight(Try_X, Try_Y - 1, Try_Z);
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if (IsLightValid())
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{
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int WorldX, WorldY, WorldZ;
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PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ);
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newMob->SetPosition(WorldX, WorldY, WorldZ);
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LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ);
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NumberOfSuccess++;
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cEntity* newMob = a_MobSpawner.TryToSpawnHere(BlockType, BlockMeta, BlockType_below, BlockMeta_below, BlockType_above, BlockMeta_above, SkyLight, BlockLight, Biome, Try_Y, MaxNbOfSuccess);
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if (newMob)
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{
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int WorldX, WorldY, WorldZ;
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PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ);
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newMob->SetPosition(WorldX, WorldY, WorldZ);
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LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ);
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NumberOfSuccess++;
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}
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}
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}
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@ -124,7 +124,7 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
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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, EMCSBiome a_Biome, int a_Level)
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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)
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{
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bool toReturn = false;
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std::set<cMonster::eType>::iterator itr = m_AllowedTypes.find(a_MobType);
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@ -154,31 +154,31 @@ bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType,
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if (a_MobType == cMonster::mtChicken || a_MobType == cMonster::mtPig || a_MobType == cMonster::mtCow || a_MobType == cMonster::mtSheep)
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{
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toReturn = (
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a_BlockType_below == E_BLOCK_GRASS /*&& // MG TODO
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a_LightLevel >= 9 */
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(a_BlockType_below == E_BLOCK_GRASS) &&
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(a_Skylight >= 9 )
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);
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}
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else if (a_MobType == cMonster::mtOcelot)
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{
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toReturn = (
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a_Level >= 62 &&
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(a_Level >= 62) &&
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(
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a_BlockType_below == E_BLOCK_GRASS ||
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a_BlockType_below == E_BLOCK_LEAVES
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(a_BlockType_below == E_BLOCK_GRASS) ||
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(a_BlockType_below == E_BLOCK_LEAVES)
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) &&
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m_Random.NextInt(3,a_Biome) != 0
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(m_Random.NextInt(3,a_Biome) != 0)
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);
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}
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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)
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{
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toReturn = true /*a_LightLevel <= 7 MG TODO*/;
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/*if (a_SunLight) MG TODO
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toReturn = (a_Skylight <= 7) && (a_Blocklight <= 7);
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if (a_Skylight)
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{
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if (m_Random.NextInt(2,a_Biome) != 0)
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{
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toReturn = false;
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}
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}*/
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}
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}
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else if (a_MobType == cMonster::mtSlime)
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{
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@ -192,7 +192,7 @@ bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType,
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else
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{
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LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
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toReturn = true;
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toReturn = false;
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}
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}
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}
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@ -204,7 +204,7 @@ bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType,
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cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize)
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cMonster* cMobSpawner::TryToSpawnHere(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, int& a_MaxPackSize)
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{
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cMonster* toReturn = NULL;
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if (m_NewPack)
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@ -226,7 +226,7 @@ cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockM
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}
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if (CanSpawnHere(m_MobType, a_BlockType, a_BlockMeta, a_BlockType_below, a_BlockMeta_below, a_BlockType_above, a_BlockMeta_above, a_Biome, a_Level))
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if (CanSpawnHere(m_MobType, a_BlockType, a_BlockMeta, a_BlockType_below, a_BlockMeta_below, a_BlockType_above, a_BlockMeta_above, a_Skylight, a_Blocklight, a_Biome, a_Level))
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{
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cMonster * newMob = cMonster::NewMonsterFromType(m_MobType);
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if (newMob)
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@ -38,7 +38,7 @@ public :
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// if this is the first of a Pack : determine the type of monster
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// BlockType & BlockMeta are used to decide what kind of Mob can Spawn here
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// MaxPackSize is set to the maximal size for a pack this type of mob
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cMonster * TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize);
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cMonster * TryToSpawnHere(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, int& a_MaxPackSize);
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// mark the beginning of a new Pack
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// all mobs of the same Pack are the same type
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@ -52,7 +52,7 @@ public :
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protected :
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// return true if specified type of mob can spawn on specified block
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bool 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, EMCSBiome a_Biome, int a_Level);
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bool 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);
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// return a random type that can spawn on specified biome.
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// returns E_ENTITY_TYPE_DONOTUSE if none is possible
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