Update to allow the light map to remain the same, but allow alteration of sky light values based on time.
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d7a490a992
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@ -533,8 +533,7 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
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if (IsLightValid())
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{
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int TimeOfDay = m_World->GetTimeOfDay();
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cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, TimeOfDay, MaxNbOfSuccess);
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cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, MaxNbOfSuccess);
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if (newMob)
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{
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int WorldX, WorldY, WorldZ;
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@ -2787,6 +2786,16 @@ Vector3i cChunk::PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ)
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NIBBLETYPE cChunk::GetTimeAlteredLight(NIBBLETYPE a_Skylight) const
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{
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a_Skylight -= m_World->GetSkyDarkness();
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return (a_Skylight < 16)? a_Skylight : 0;
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}
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#if !C_CHUNK_USE_INLINE
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# include "cChunk.inl.h"
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#endif
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@ -329,6 +329,9 @@ public:
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/// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
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void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
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// Light alterations based on time
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NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
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// Simulator data:
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cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
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@ -124,7 +124,7 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
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bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, int a_TimeOfDay, EMCSBiome a_Biome)
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bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome)
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{
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BLOCKTYPE TargetBlock;
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BLOCKTYPE BlockAbove;
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@ -138,13 +138,16 @@ bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, i
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a_Chunk->UnboundedRelGetBlockSkyLight(a_RelX, a_RelY, a_RelZ, SkyLight);
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY + 1, a_RelZ, BlockAbove);
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY - 1, a_RelZ, BlockBelow);
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SkyLight = a_Chunk->GetTimeAlteredLight(SkyLight);
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switch(a_MobType)
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{
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case cMonster::mtSquid:
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return IsBlockWater(TargetBlock) && (a_RelY >= 45) && (a_RelY <= 62);
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case cMonster::mtBat:
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return (a_RelY <= 63) && (BlockLight <= 4) && (SkyLight <= 4 || a_TimeOfDay > 12500) && (TargetBlock == E_BLOCK_AIR) && (!g_BlockTransparent[BlockAbove]);
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return (a_RelY <= 63) && (BlockLight <= 4) && (SkyLight <= 4) && (TargetBlock == E_BLOCK_AIR) && (!g_BlockTransparent[BlockAbove]);
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case cMonster::mtChicken:
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case cMonster::mtCow:
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@ -153,7 +156,7 @@ bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, i
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case cMonster::mtSheep:
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{
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(BlockBelow == E_BLOCK_GRASS) && (SkyLight >= 9) && (a_TimeOfDay <= 12500);
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(BlockBelow == E_BLOCK_GRASS) && (SkyLight >= 9);
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}
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case cMonster::mtOcelot:
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@ -167,8 +170,12 @@ bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, i
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{
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BLOCKTYPE BlockTop;
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY + 2, a_RelZ, BlockTop);
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (BlockTop == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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((SkyLight <= 7) || a_TimeOfDay > 12500 ) && (BlockLight <= 7) ;
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if (BlockTop == E_BLOCK_AIR)
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{
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY + 3, a_RelZ, BlockTop);
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (BlockTop == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(SkyLight <= 7) && (BlockLight <= 7);
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}
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}
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break;
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}
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@ -193,13 +200,13 @@ bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, i
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}
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}
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}
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return CanSpawn && HaveFloor && ((SkyLight <= 7) || a_TimeOfDay > 12500) && (BlockLight <= 7);
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return CanSpawn && HaveFloor && (SkyLight <= 7) && (BlockLight <= 7);
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}
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case cMonster::mtCreeper:
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case cMonster::mtZombie:
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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((SkyLight <= 7) || a_TimeOfDay > 12500) && (BlockLight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
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(SkyLight <= 7) && (BlockLight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
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case cMonster::mtSlime:
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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@ -220,7 +227,7 @@ bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, i
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cMonster* cMobSpawner::TryToSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int a_TimeOfDay, int& a_MaxPackSize)
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cMonster* cMobSpawner::TryToSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, 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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@ -242,7 +249,7 @@ cMonster* cMobSpawner::TryToSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_
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}
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if (CanSpawnHere(a_Chunk, a_RelX, a_RelY, a_RelZ, m_MobType, a_TimeOfDay, a_Biome))
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if (CanSpawnHere(a_Chunk, a_RelX, a_RelY, a_RelZ, m_MobType, a_Biome))
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{
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cMonster * newMob = cMonster::NewMonsterFromType(m_MobType);
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if (newMob)
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@ -39,7 +39,7 @@ 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(const cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int a_TimeOfDay, int& a_MaxPackSize);
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cMonster * TryToSpawnHere(const cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, 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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@ -53,7 +53,7 @@ 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(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, int a_TimeOfDay, EMCSBiome a_Biome);
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bool CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome);
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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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@ -609,9 +609,9 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
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{
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switch (a_MobFamily)
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{
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case mfHostile: return 1;
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case mfPassive: return 400;
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case mfAmbient: return 400;
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case mfHostile: return 40;
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case mfPassive: return 40;
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case mfAmbient: return 40;
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case mfWater: return 400;
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}
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ASSERT(!"Unhandled mob family");
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@ -229,7 +229,8 @@ cWorld::cWorld(const AString & a_WorldName) :
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m_RSList(0),
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m_Weather(eWeather_Sunny),
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m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
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m_TickThread(*this)
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m_TickThread(*this),
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m_SkyDarkness(0)
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{
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LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
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@ -608,6 +609,8 @@ void cWorld::Tick(float a_Dt)
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m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0);
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m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0);
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UpdateSkyDarkness();
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// Broadcast time update every 40 ticks (2 seconds)
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if (m_LastTimeUpdate < m_WorldAge - 40)
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{
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@ -2676,3 +2679,30 @@ void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World)
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#define TIME_SUNSET 12000
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#define TIME_NIGHT_START 13187
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#define TIME_NIGHT_END 22812
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#define TIME_SUNRISE 23999
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#define TIME_SPAWN_DIVIZOR 148
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void cWorld::UpdateSkyDarkness()
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{
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int TempTime = m_TimeOfDay;
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if (TempTime <= TIME_SUNSET)
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m_SkyDarkness = 0;
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else if (TempTime <= TIME_NIGHT_START)
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m_SkyDarkness = (TIME_NIGHT_START - TempTime)/TIME_SPAWN_DIVIZOR;
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else if (TempTime <= TIME_NIGHT_END)
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m_SkyDarkness = 8;
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else
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m_SkyDarkness = (TIME_SUNRISE - TempTime)/TIME_SPAWN_DIVIZOR;
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}
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@ -592,6 +592,9 @@ public:
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/// Appends all usernames starting with a_Text (case-insensitive) into Results
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void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
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/// Get the current darkness level based on the time
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Int64 GetSkyDarkness() { return m_SkyDarkness; }
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private:
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friend class cRoot;
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@ -636,6 +639,8 @@ private:
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Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
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std::map<cMonster::eFamily,Int64> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed)
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Int64 m_SkyDarkness;
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eGameMode m_GameMode;
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bool m_bEnabledPVP;
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bool m_IsDeepSnowEnabled;
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@ -727,6 +732,8 @@ private:
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/// Ticks all clients that are in this world
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void TickClients(float a_Dt);
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void UpdateSkyDarkness();
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/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
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cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
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