commit
3950e4db51
@ -1191,24 +1191,51 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
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// Always burn above the world
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return true;
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}
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if (RelY <= 0)
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{
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// The mob is about to die, no point in burning
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return false;
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}
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cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
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if ((Chunk == nullptr) || (!Chunk->IsValid()))
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PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
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if (!RelSuccess)
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{
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return false;
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}
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int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
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if (
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(Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
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(Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
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(Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand
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(GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
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GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
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)
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{
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int MobHeight = static_cast<int>(a_Location.y) + round(GetHeight()) - 1; // The height of the mob head
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if (MobHeight >= cChunkDef::Height)
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{
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return true;
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}
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// Start with the highest block and scan down to the mob's head.
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// If a non transparent is found, return false (do not burn). Otherwise return true.
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// Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
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// instantly.(An exception is e.g. standing under a long column of glass).
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int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
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while (CurrentBlock >= MobHeight)
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{
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BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
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if (
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// Do not burn if a block above us meets one of the following conditions:
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(!cBlockInfo::IsTransparent(Block)) ||
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(Block == E_BLOCK_LEAVES) ||
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(Block == E_BLOCK_NEW_LEAVES) ||
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(IsBlockWater(Block))
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)
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{
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return false;
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}
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--CurrentBlock;
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}
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return true;
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}
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return false;
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}
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