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cuberite-2a/tests/Generating/Stubs.cpp

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// Stubs.cpp
// Implements stubs of various Cuberite methods that are needed for linking but not for runtime
// This is required so that we don't bring in the entire Cuberite via dependencies
#include "Globals.h"
#include "BlockInfo.h"
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#include "UUID.h"
#include "Bindings.h"
#include "Bindings/DeprecatedBindings.h"
#include "Bindings/LuaJson.h"
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#include "Bindings/LuaState.h"
#include "Bindings/ManualBindings.h"
#include "BlockEntities/BlockEntity.h"
#include "Blocks/BlockHandler.h"
#include "Generating/ChunkDesc.h"
#include "DeadlockDetect.h"
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#include "Entities/Entity.h"
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
#include "Entities/EnderCrystal.h"
2019-09-02 04:46:40 +00:00
#include "Mobs/Monster.h"
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
#include "Mobs/EnderDragon.h"
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#include "Simulator/FluidSimulator.h"
#include "Simulator/FireSimulator.h"
#include "MobSpawner.h"
#include "ItemGrid.h"
// fwd:
struct lua_State;
// Prototypes, needed by clang:
extern "C" int luaopen_lsqlite3(lua_State * a_LuaState);
extern "C" int luaopen_lxp(lua_State * a_LuaState);
void cManualBindings::Bind(lua_State * a_LuaState)
{
}
void DeprecatedBindings::Bind(lua_State * a_LuaState)
{
}
void cLuaJson::Bind(cLuaState & a_LuaState)
{
}
int tolua_AllToLua_open(lua_State * a_LuaState)
{
return 0;
}
extern "C" int luaopen_lsqlite3(lua_State * a_LuaState)
{
return 0;
}
extern "C" int luaopen_lxp(lua_State * a_LuaState)
{
return 0;
}
cBoundingBox::cBoundingBox(double, double, double, double, double, double)
{
}
cBoundingBox cBlockHandler::GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) const
{
return cBoundingBox(0, 0, 0, 0, 0, 0);
}
void cBlockHandler::OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, const Vector3i a_RelPos) const
{
}
void cBlockHandler::OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const
{
}
void cBlockHandler::NeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor)
{
}
cItems cBlockHandler::ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const
{
return cItems();
}
bool cBlockHandler::CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const
{
return true;
}
bool cBlockHandler::IsUseable() const
{
return false;
}
bool cBlockHandler::DoesIgnoreBuildCollision(const cWorld & a_World, const cItem & a_HeldItem, Vector3i a_Position, NIBBLETYPE a_Meta, eBlockFace a_ClickedBlockFace, bool a_ClickedDirectly) const
{
return m_BlockType == E_BLOCK_AIR;
}
void cBlockHandler::Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, Vector3i a_RelPos, cChunk & a_Chunk) const
{
}
ColourID cBlockHandler::GetMapBaseColourID(NIBBLETYPE a_Meta) const
2015-06-30 14:50:15 +00:00
{
return 0;
}
bool cBlockHandler::IsInsideBlock(Vector3d a_Position, const NIBBLETYPE a_BlockMeta) const
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{
return true;
}
const cBlockHandler & cBlockHandler::For(BLOCKTYPE a_BlockType)
{
// Dummy handler.
static cBlockHandler Handler(E_BLOCK_AIR);
return Handler;
}
OwnedBlockEntity cBlockEntity::CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World)
{
return nullptr;
}
void cDeadlockDetect::TrackCriticalSection(cCriticalSection & a_CS, const AString & a_Name)
{
}
void cDeadlockDetect::UntrackCriticalSection(cCriticalSection & a_CS)
{
}
void cBlockEntity::SetPos(Vector3i a_NewPos)
{
}
bool cBlockEntity::IsBlockEntityBlockType(BLOCKTYPE a_BlockType)
{
return false;
}
OwnedBlockEntity cBlockEntity::Clone(Vector3i a_Pos)
{
return nullptr;
}
2017-08-25 12:43:18 +00:00
bool cLuaState::GetStackValue(int, cUUID *&)
{
return false;
}
bool cUUID::FromString(const AString&)
{
return false;
}
2019-09-02 04:46:40 +00:00
void cEntity::SetPosition(const Vector3d & a_Position)
{
}
void cEntity::SetHealth(float a_NewHealth)
{
}
cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type)
{
return cMonster::mfAmbient;
}
std::unique_ptr<cMonster> cMonster::NewMonsterFromType(eMonsterType a_Type)
{
return nullptr;
}
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
void cMonster::CheckEventLostPlayer(std::chrono::milliseconds a_Dt)
{
}
2019-09-02 04:46:40 +00:00
bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
return false;
}
bool cFireSimulator::DoesBurnForever(BLOCKTYPE a_BlockType)
{
return false;
}
void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, size_t a_CountLootProbabs, int a_NumSlots, int a_Seed)
{
}
std::set<eMonsterType> cMobSpawner::GetAllowedMobTypes(EMCSBiome a_Biome)
{
return {};
}
cItem::cItem()
{
}
cItem::cItem(
short a_ItemType,
char a_ItemCount,
short a_ItemDamage,
const AString & a_Enchantments,
const AString & a_CustomName,
const AStringVector & a_LoreTable
)
{
}
void cItem::Empty()
{
}
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
cEnderCrystal::cEnderCrystal(Vector3d a_Pos, bool a_ShowBottom):
Super(etEnderCrystal, a_Pos, 1.0, 1.0)
{
}
void cEnderCrystal::SpawnOn(class cClientHandle & a_ClientHandle)
{
}
void cEnderCrystal::Tick(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cEnderCrystal::KilledBy(struct TakeDamageInfo & a_TakeDamageInfo)
{
}
2021-04-06 15:09:16 +00:00
cEntity::cEntity(enum cEntity::eEntityType a_EntityType, class Vector3<double> a_Pos, float a_Height, float a_Width)
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
{
}
bool cEntity::Initialize(class std::unique_ptr<class cEntity,struct std::default_delete<class cEntity> > a_Entity,class cWorld & a_World)
{
return true;
}
void cEntity::OnAddToWorld(class cWorld & a_World)
{
}
void cEntity::OnRemoveFromWorld(class cWorld & a_World)
{
}
bool cEntity::IsA(char const * a_Type)const
{
return true;
}
char const * cEntity::GetParentClass(void) const
{
return "";
}
void cEntity::HandleSpeedFromAttachee(float a_SpeedX,float a_SpeedZ)
{
}
void cEntity::Destroy(void)
{
}
bool cEntity::DoTakeDamage(struct TakeDamageInfo & a_TakeDamageInfo)
{
return true;
}
int cEntity::GetRawDamageAgainst(class cEntity const & a_Entity)
{
return 0;
}
bool cEntity::ArmorCoversAgainst(enum eDamageType a_DamageType)
{
return true;
}
float cEntity::GetArmorCoverAgainst(class cEntity const * a_Entity,enum eDamageType a_DamageType,int a_Value)
{
return 0.0f;
}
char const * cEntity::GetClass(void) const
{
return "";
}
float cEntity::GetEnchantmentCoverAgainst(class cEntity const * a_Entity,enum eDamageType a_DamageType,int a_Value)
{
return 0.0f;
}
float cEntity::GetEnchantmentBlastKnockbackReduction(void)
{
return 0.0f;
}
double cEntity::GetKnockbackAmountAgainst(class cEntity const & a_Entity)
{
return 0.0f;
}
void cEntity::ApplyArmorDamage(int)
{
}
void cEntity::KilledBy(struct TakeDamageInfo & a_TakeDamageInfo)
{
}
void cEntity::Heal(int a_Value)
{
}
void cEntity::Tick(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cEntity::TickBurning(class cChunk & a_Chunk)
{
}
void cEntity::DetectCacti(void)
{
}
bool cEntity::DetectPortal(void)
{
return true;
}
void cEntity::TickInVoid(class cChunk & a_Chunk)
{
}
void cEntity::OnStartedBurning(void)
{
}
void cEntity::OnFinishedBurning(void)
{
}
void cEntity::TeleportToEntity(class cEntity & a_Entity)
{
}
void cEntity::TeleportToCoords(double a_XPos, double a_YPos, double a_ZPos)
{
}
void cEntity::BroadcastMovementUpdate(class cClientHandle const * a_ClientHandle)
{
}
void cEntity::AttachTo(class cEntity & a_Entity)
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
{
}
void cEntity::Detach(void)
{
}
void cEntity::SetSpeed(double a_XSpeed, double a_YSpeed, double a_ZSpeed)
{
}
void cEntity::DetectMagma(void)
{
}
bool cEntity::MoveToWorld(cWorld & a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown, bool a_ShouldSendRespawn)
{
return false;
}
void cEntity::HandleAir(void)
{
}
void cEntity::SetSwimState(class cChunk & a_Chunk)
{
}
void cEntity::ResetPosition(class Vector3<double> a_Pos)
{
}
void cEntity::OnDetach()
{
}
2021-04-06 15:09:16 +00:00
cPawn::cPawn(enum cEntity::eEntityType, float a_Width, float a_Height) :
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
cEntity(etMonster, Vector3d(), a_Height, a_Width)
{
}
bool cPawn::IsFireproof(void) const
{
return true;
}
bool cPawn::IsInvisible(void) const
{
return true;
}
void cPawn::HandleAir(void)
{
}
void cPawn::HandleFalling()
{
}
void cPawn::KilledBy(struct TakeDamageInfo & a_TakeDamageInfo)
{
}
void cPawn::OnRemoveFromWorld(cWorld & a_World)
{
}
void cPawn::ResetPosition(class Vector3<double>)
{
}
void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
}
2021-04-06 15:09:16 +00:00
cMonster::cMonster(const AString & a_StringA, enum eMonsterType a_MonsterType, const AString & a_StringB, const AString & a_StringC, const AString & a_StringD, float a_Width, float a_Height) :
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
cPawn(etMonster, a_Width, a_Height),
m_PathFinder(a_Width, a_Height)
{
}
2021-04-06 15:09:16 +00:00
cPathFinder::cPathFinder(float a_Width, float a_Height)
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
{
}
void cMonster::OnRemoveFromWorld(class cWorld & a_World)
{
}
void cMonster::Tick(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cMonster::EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk)
{
}
void cMonster::InStateChasing(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cMonster::SpawnOn(class cClientHandle & a_ClientHandle)
{
}
bool cMonster::DoTakeDamage(struct TakeDamageInfo & a_TakeDamageInfo)
{
return true;
}
void cMonster::KilledBy(struct TakeDamageInfo & a_TakeDamageInfo)
{
}
void cMonster::OnRightClicked(class cPlayer & a_Player)
{
}
void cMonster::HandleFalling(void)
{
}
void cMonster::MoveToPosition(class Vector3<double> const & a_Pos)
{
}
void cMonster::CheckEventSeePlayer(class cChunk & a_Chunk)
{
}
bool cMonster::IsNetherNative(void)
{
return false;
}
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
bool cMonster::IsUndead(void)
{
return false;
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
}
void cMonster::EventLosePlayer(void)
{
}
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt ,class cChunk & a_Chunk)
{
}
void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt ,class cChunk & a_Chunk)
{
}
2021-04-06 15:09:16 +00:00
cAggressiveMonster::cAggressiveMonster(const AString & a_StringA, enum eMonsterType a_MonsterType, const AString & a_StringB, const AString & a_StringC, const AString & a_StringD, float a_Width, float a_Height) :
Obsidian pillars, end fountain, not Ender dragon spawning (#4993) * added generator for obsidian pillars and central fountain which then is used for the exit portal * checkstyle * checkstyle the second * fixed clang removed magic number added Clamp * make the pillars configurable * fixed clang added warning if there was a unknown value if the tower should have a cage or not * forgot to cancel on unkwon value * fixed clang this time maybe * added new generator to generator test * fixed test * added prefab generation for end fountain * fixed checkstyle and updated the prefab * added ender dragon spawning made the fountain positioning dynamic removed fountain placement functions * added enderdragon stuff to testing * pls compile * added changes suggested by @peterbell10 * fixed clang * added debug for further research on the ARM build * ok - it wasn't my tower placement * checking in setup * readded the fountain schematic * removed finisher * readded generator * removed generator trigger - kept ini file access * using cChunkDef function to calculate abs pos of endercrystal * yes, I know it's unused... * commented everything in the ComposableGenerator.cpp - so only the new class in compiled in but not called at all * don't compile in the new generator at all (removed from CMakeLists.txt) * readded the new generator * readded the new generator * removed debug output * made the towers generate acrocc chunk borders * fixed bad merge * fixed clang * fixed clang * generate the dragon 20 blocks above terrain * trying to fixed weird undefined reference * maybe this fixes the weird behaviour * takes chunk width as parameter now * added new comments with info to generated structures removed ender dragon spawning removed chunkwidth from parameter * fixed linker * maybe fixed linking. tried with gc and clang * fixed ender crystal * fixed test * updated output strings * fixed build * fixed up test * fixed test compile * fixed test - cant get the tests to show up * removed the semicolon * maybe this is the fix? * at this point i have no idea - in MVSC it works * removed the ender dragon Co-authored-by: 12xx12 <12xx12100@gmail.com>
2021-04-08 10:18:18 +00:00
cMonster(a_StringA, a_MonsterType, a_StringB, a_StringC, a_StringD, a_Width, a_Height)
{
}
void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt, class cChunk & a_Chunk)
{
}
void cAggressiveMonster::EventSeePlayer(class cPlayer *,class cChunk &)
{
}
bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
{
return true;
}