2015-05-26 21:35:28 -04:00
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#pragma once
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#include "Vector3.h"
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#include "ChunkStay.h"
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class cEntity;
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class cWorld;
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// This is the chunk stay which finds nearby nether portals
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class cNetherPortalScanner : public cChunkStay
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{
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public:
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cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
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virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkY) override;
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virtual bool OnAllChunksAvailable(void) override;
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virtual void OnDisabled(void) override;
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enum class Direction
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{
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X,
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Y
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};
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private:
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/** Length and height, including the obsidian. */
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static const int PortalLength = 4;
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static const int PortalHeight = 5;
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static const int SearchRadius = 128;
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static const int BuildSearchRadius = 16;
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/** The width of a solid base to search for when building. */
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static const int SearchSolidBaseWidth = 3;
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/** Where to place the player out from the face and across the face */
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2015-06-13 17:09:43 -04:00
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const double OutOffset = 0.5;
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2015-05-26 21:35:28 -04:00
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const double AcrossOffset = 0.5;
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/** Builds a portal. */
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void BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform);
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/** Whether the given location is a valid location to build a portal. */
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bool IsValidBuildLocation(Vector3i a_BlockPosition);
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/** The entity that's being moved. */
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cEntity * m_Entity;
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/** The world we're moving the entity to. */
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cWorld * m_World;
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/** Whether we found a portal during the loading of the chunks. */
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bool m_FoundPortal;
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/** Whether to build a platform. True if we couldn't build the portal on solid ground */
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bool m_BuildPlatform;
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/** The direction of the portal. */
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Direction m_Dir;
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/** The position of the pre-existing portal. */
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Vector3i m_PortalLoc;
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/** The center of the search area */
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Vector3d m_Position;
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/** The maximum Y to scan to */
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int m_MaxY;
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};
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