+ DoWith calls now broadcast the block entity and mark the chunk dirty + Add block entity change queue to synchronise BE updates with block updates * Fixed a few incorrect assertions about BE type - Remove manual overloads
101 lines
4.8 KiB
C++
101 lines
4.8 KiB
C++
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#pragma once
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#include "../FunctionRef.h"
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#include "../Mobs/MonsterTypes.h"
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class cBlockEntity;
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class cBroadcastInterface;
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class cItems;
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class cPlayer;
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using cBlockEntityCallback = cFunctionRef<bool(cBlockEntity &)>;
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using cPlayerListCallback = cFunctionRef<bool(cPlayer &)>;
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using cEntityCallback = cFunctionRef<bool(cEntity &)>;
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class cWorldInterface
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{
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public:
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virtual ~cWorldInterface() {}
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virtual int GetTimeOfDay(void) const = 0;
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virtual Int64 GetWorldAge(void) const = 0;
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virtual eDimension GetDimension(void) const = 0;
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virtual cBroadcastInterface & GetBroadcastManager() = 0;
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virtual void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData) = 0;
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/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
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virtual bool DoWithBlockEntityAt(Vector3i a_Position, cBlockEntityCallback a_Callback) = 0;
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/** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
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virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false) = 0;
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/** Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified. */
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virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false) = 0;
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virtual UInt32 SpawnItemPickup(double a_PosX, double a_PosY, double a_PosZ, const cItem & a_Item, float a_SpeedX = 0.f, float a_SpeedY = 0.f, float a_SpeedZ = 0.f, int a_LifetimeTicks = 6000, bool a_CanCombine = true) = 0;
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/** Spawns a mob of the specified type.
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Returns the mob's UniqueID if recognized and spawned, or cEntity::INVALID_ID on failure. */
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virtual UInt32 SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType, bool a_Baby) = 0;
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/** Spawns an experience orb at the given location with the given reward.
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Returns the UniqueID of the spawned experience orb, or cEntity::INVALID_ID on failure. */
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virtual UInt32 SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward) = 0;
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/** Spawns experience orbs of the specified total value at the given location. The orbs' values are split according to regular Minecraft rules.
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Returns an vector of UniqueID of all the orbs. */
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virtual std::vector<UInt32> SpawnSplitExperienceOrbs(Vector3d a_Pos, int a_Reward) = 0;
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/** Sends the block on those coords to the player */
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virtual void SendBlockTo(int a_BlockX, int a_BlockY, int a_BlockZ, cPlayer & a_Player) = 0;
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/** Sends the block on those coords to the player */
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inline void SendBlockTo(const Vector3i a_BlockPos, cPlayer & a_Player)
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{
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SendBlockTo(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_Player);
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}
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/** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
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virtual bool ForEachPlayer(cPlayerListCallback a_Callback) = 0;
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/** Calls the callback for each entity that has a nonempty intersection with the specified boundingbox.
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Returns true if all entities processed, false if the callback aborted by returning true.
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If any chunk in the box is missing, ignores the entities in that chunk silently. */
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virtual bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback) = 0;
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virtual void SetTimeOfDay(int a_TimeOfDay) = 0;
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/** Returns true if it is raining or storming at the specified location. This takes into account biomes. */
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virtual bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) = 0;
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/** Returns true if it is raining or storming at the specified location,
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and the rain reaches the specified block position. */
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virtual bool IsWeatherWetAtXYZ(Vector3i a_Pos) = 0;
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/** Returns or sets the minumim or maximum netherportal width */
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virtual int GetMinNetherPortalWidth(void) const = 0;
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virtual int GetMaxNetherPortalWidth(void) const = 0;
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virtual void SetMinNetherPortalWidth(int a_NewMinWidth) = 0;
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virtual void SetMaxNetherPortalWidth(int a_NewMaxWidth) = 0;
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/** Returns or sets the minumim or maximum netherportal height */
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virtual int GetMinNetherPortalHeight(void) const = 0;
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virtual int GetMaxNetherPortalHeight(void) const = 0;
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virtual void SetMinNetherPortalHeight(int a_NewMinHeight) = 0;
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virtual void SetMaxNetherPortalHeight(int a_NewMaxHeight) = 0;
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/** Returns the world height at the specified coords; waits for the chunk to get loaded / generated */
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virtual int GetHeight(int a_BlockX, int a_BlockZ) = 0;
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/** Wakes up the simulators for the specified block */
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virtual void WakeUpSimulators(Vector3i a_Block) = 0;
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};
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