1
0

Implemented nether portal scanning code.

This commit is contained in:
Lane Kolbly 2015-05-26 20:35:28 -05:00
parent 87a8df7cde
commit 73b6a44d5f
9 changed files with 432 additions and 20 deletions

View File

@ -14,6 +14,7 @@ jan64
jasperarmstrong
keyboard
Lapayo
lkolbly
Luksor
linnemannr (Reid Linnemann)
M10360

View File

@ -54,6 +54,7 @@ SET (SRCS
MobProximityCounter.cpp
MobSpawner.cpp
MonsterConfig.cpp
NetherPortalScanner.cpp
OverridesSettingsRepository.cpp
ProbabDistrib.cpp
RankManager.cpp
@ -126,6 +127,7 @@ SET (HDRS
MobProximityCounter.h
MobSpawner.h
MonsterConfig.h
NetherPortalScanner.h
OverridesSettingsRepository.h
ProbabDistrib.h
RankManager.h

View File

@ -640,6 +640,7 @@ void cChunk::Tick(std::chrono::milliseconds a_Dt)
else if ((*itr)->IsWorldTravellingFrom(m_World))
{
// Remove all entities that are travelling to another world
LOGD("Removing entity from [%d, %d] that's travelling between worlds.", m_PosX, m_PosZ);
MarkDirty();
(*itr)->SetWorldTravellingFrom(nullptr);
itr = m_Entities.erase(itr);
@ -695,7 +696,6 @@ void cChunk::MoveEntityToNewChunk(cEntity * a_Entity)
}
ASSERT(Neighbor != this); // Moving into the same chunk? wtf?
Neighbor->AddEntity(a_Entity);
class cMover :

View File

@ -13,6 +13,7 @@
#include "Player.h"
#include "Items/ItemHandler.h"
#include "../FastRandom.h"
#include "../NetherPortalScanner.h"
@ -42,6 +43,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
m_WorldTravellingFrom(nullptr),
m_EntityType(a_EntityType),
m_World(nullptr),
m_IsWorldChangeScheduled(false),
m_IsFireproof(false),
m_TicksSinceLastBurnDamage(0),
m_TicksSinceLastLavaDamage(0),
@ -1260,9 +1262,26 @@ void cEntity::DetectCacti(void)
void cEntity::ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition)
{
m_NewWorld = a_World;
m_NewWorldPosition = a_NewPosition;
m_IsWorldChangeScheduled = true;
}
bool cEntity::DetectPortal()
{
// If somebody scheduled a world change with ScheduleMoveToWorld, change worlds now.
if (m_IsWorldChangeScheduled)
{
m_IsWorldChangeScheduled = false;
MoveToWorld(m_NewWorld, false, m_NewWorldPosition);
return true;
}
if (GetWorld()->GetDimension() == dimOverworld)
{
if (GetWorld()->GetLinkedNetherWorldName().empty() && GetWorld()->GetLinkedEndWorldName().empty())
@ -1312,8 +1331,15 @@ bool cEntity::DetectPortal()
// Send a respawn packet before world is loaded / generated so the client isn't left in limbo
((cPlayer *)this)->GetClientHandle()->SendRespawn(dimOverworld);
}
return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedOverworldName()), false);
Vector3d TargetPos = GetPosition();
TargetPos.x *= 8.0;
TargetPos.z *= 8.0;
cWorld * TargetWorld = cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedOverworldName(), dimNether, GetWorld()->GetName());
LOGD("Jumping nether -> overworld");
new cNetherPortalScanner(this, TargetWorld, TargetPos, 256);
return false;
}
else
{
@ -1329,8 +1355,15 @@ bool cEntity::DetectPortal()
((cPlayer *)this)->AwardAchievement(achEnterPortal);
((cPlayer *)this)->GetClientHandle()->SendRespawn(dimNether);
}
return MoveToWorld(cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedNetherWorldName(), dimNether, GetWorld()->GetName()), false);
Vector3d TargetPos = GetPosition();
TargetPos.x /= 8.0;
TargetPos.z /= 8.0;
cWorld * TargetWorld = cRoot::Get()->CreateAndInitializeWorld(GetWorld()->GetLinkedNetherWorldName(), dimNether, GetWorld()->GetName());
LOGD("Jumping overworld -> nether");
new cNetherPortalScanner(this, TargetWorld, TargetPos, 128);
return false;
}
}
case E_BLOCK_END_PORTAL:
@ -1392,7 +1425,7 @@ bool cEntity::DetectPortal()
bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition)
{
UNUSED(a_ShouldSendRespawn);
ASSERT(a_World != nullptr);
@ -1414,6 +1447,8 @@ bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
SetWorldTravellingFrom(GetWorld()); // cChunk::Tick() handles entity removal
GetWorld()->BroadcastDestroyEntity(*this);
SetPosition(a_NewPosition);
// Queue add to new world
a_World->AddEntity(this);
cWorld * OldWorld = cRoot::Get()->GetWorld(GetWorld()->GetName()); // Required for the hook HOOK_ENTITY_CHANGED_WORLD
@ -1438,7 +1473,7 @@ bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
return false;
}
return DoMoveToWorld(World, a_ShouldSendRespawn);
return DoMoveToWorld(World, a_ShouldSendRespawn, GetPosition());
}

View File

@ -392,15 +392,20 @@ public:
/// Teleports to the coordinates specified
virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ);
/// Schedules a MoveToWorld call to occur on the next Tick of the entity
void ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition);
bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) { return DoMoveToWorld(a_World, a_ShouldSendRespawn, a_NewPosition); }
/** Moves entity to specified world, taking a world pointer */
bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn = true) { return DoMoveToWorld(a_World, a_ShouldSendRespawn); }
bool MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn = true) { return MoveToWorld(a_World, a_ShouldSendRespawn, GetPosition()); }
/** Moves entity to specified world, taking a world name */
bool MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn = true);
// tolua_end
virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn);
virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition);
/** Returns if the entity is travelling away from a specified world */
bool IsWorldTravellingFrom(cWorld * a_World) const { return (m_WorldTravellingFrom == a_World); }
@ -530,23 +535,28 @@ protected:
eEntityType m_EntityType;
cWorld * m_World;
/** State variables for ScheduleMoveToWorld. */
bool m_IsWorldChangeScheduled;
cWorld * m_NewWorld;
Vector3d m_NewWorldPosition;
/// Whether the entity is capable of taking fire or lava damage.
/** Whether the entity is capable of taking fire or lava damage. */
bool m_IsFireproof;
/// Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire())
/** Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire()) */
int m_TicksSinceLastBurnDamage;
/// Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava.
/** Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava. */
int m_TicksSinceLastLavaDamage;
/// Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire.
/** Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire. */
int m_TicksSinceLastFireDamage;
/// Time, in ticks, until the entity extinguishes its fire
/** Time, in ticks, until the entity extinguishes its fire */
int m_TicksLeftBurning;
/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
/** Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void. */
int m_TicksSinceLastVoidDamage;
/** Does the actual speed-setting. The default implementation just sets the member variable value;

View File

@ -1620,10 +1620,7 @@ void cPlayer::TossItems(const cItems & a_Items)
}
bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition)
{
ASSERT(a_World != nullptr);
@ -1653,6 +1650,8 @@ bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
SetWorldTravellingFrom(GetWorld()); // cChunk handles entity removal
GetWorld()->RemovePlayer(this, false);
SetPosition(a_NewPosition);
// Queue adding player to the new world, including all the necessary adjustments to the object
a_World->AddPlayer(this);
cWorld * OldWorld = cRoot::Get()->GetWorld(GetWorld()->GetName()); // Required for the hook HOOK_ENTITY_CHANGED_WORLD

View File

@ -358,7 +358,7 @@ public:
/** Moves the player to the specified world.
Returns true if successful, false on failure (world not found). */
virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn) override;
virtual bool DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition) override;
/** Saves all player data, such as inventory, to JSON */
bool SaveToDisk(void);

290
src/NetherPortalScanner.cpp Normal file
View File

@ -0,0 +1,290 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "NetherPortalScanner.h"
#include "Vector3.h"
#include "Entities/Entity.h"
#include "World.h"
cNetherPortalScanner::cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY) :
m_Entity(a_MovingEntity),
m_World(a_DestinationWorld),
m_FoundPortal(false),
m_BuildPlatform(true),
m_Dir(Direction::X),
m_PortalLoc(a_DestPosition.Floor()),
m_Position(a_DestPosition),
m_MaxY(a_MaxY)
{
int MinX = FloorC((m_Position.x - SearchRadius) / cChunkDef::Width);
int MinZ = FloorC((m_Position.z - SearchRadius) / cChunkDef::Width);
int MaxX = CeilC((m_Position.x + SearchRadius) / cChunkDef::Width);
int MaxZ = CeilC((m_Position.z + SearchRadius) / cChunkDef::Width);
for (int x = MinX; x < MaxX; x++)
{
for (int z = MinZ; z < MaxZ; z++)
{
Add(x, z);
}
}
Enable(*a_DestinationWorld->GetChunkMap());
}
void cNetherPortalScanner::OnChunkAvailable(int a_ChunkX, int a_ChunkZ)
{
cChunkDef::BlockTypes blocks;
m_World->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, blocks);
// Iterate through all of the blocks in the chunk
for (unsigned int i = 0; i < cChunkDef::NumBlocks; i++)
{
if (blocks[i] == E_BLOCK_NETHER_PORTAL)
{
Vector3i Coordinate = cChunkDef::IndexToCoordinate(i);
Vector3d PortalLoc = Vector3d(Coordinate.x + a_ChunkX * cChunkDef::Width, Coordinate.y, Coordinate.z + a_ChunkZ * cChunkDef::Width);
if (!m_FoundPortal)
{
m_FoundPortal = true;
m_PortalLoc = PortalLoc;
}
else
{
if ((PortalLoc - m_Position).SqrLength() < (m_PortalLoc - m_Position).SqrLength())
{
m_FoundPortal = true;
m_PortalLoc = PortalLoc;
}
}
}
}
}
bool cNetherPortalScanner::IsValidBuildLocation(Vector3i a_BlockPos)
{
// Check the base
for (int i = 0; i < SearchSolidBaseWidth; i++)
{
for (int j = 0; j < PortalLength; j++)
{
BLOCKTYPE blocktype = m_World->GetBlock(a_BlockPos.x + i, a_BlockPos.y, a_BlockPos.z + j);
if (!cBlockInfo::IsSolid(blocktype))
{
return false;
}
// Check the airspace
for (int k = 1; k < PortalHeight; k++)
{
blocktype = m_World->GetBlock(a_BlockPos.x + i, a_BlockPos.y + k, a_BlockPos.z + j);
if (blocktype != E_BLOCK_AIR)
{
return false;
}
}
}
}
return true;
}
bool cNetherPortalScanner::OnAllChunksAvailable(void)
{
if (m_FoundPortal)
{
// Find the bottom of this portal
while (m_World->GetBlock(m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z) == E_BLOCK_NETHER_PORTAL)
{
m_PortalLoc.y -= 1.0;
}
m_PortalLoc.y += 1.0;
// Figure out which way the portal is facing
int BXP = m_World->GetBlock(m_PortalLoc.x + 1, m_PortalLoc.y, m_PortalLoc.z);
int BXM = m_World->GetBlock(m_PortalLoc.x - 1, m_PortalLoc.y, m_PortalLoc.z);
if ((BXP == E_BLOCK_NETHER_PORTAL) || (BXM == E_BLOCK_NETHER_PORTAL))
{
// The long axis is along X
m_Dir = Direction::X;
}
else
{
// The long axis is along Z
m_Dir = Direction::Y;
}
}
else
{
// Scan the area for a suitable location
int minx = FloorC(m_Position.x) - BuildSearchRadius;
int minz = FloorC(m_Position.z) - BuildSearchRadius;
int maxx = FloorC(m_Position.x) + BuildSearchRadius;
int maxz = FloorC(m_Position.z) + BuildSearchRadius;
int maxy = m_MaxY;
std::vector<Vector3i> Possibilities;
int x, y, z;
for (y = 0; y < maxy - PortalHeight; y++)
{
for (x = minx; x < maxx - PortalLength; x++)
{
for (z = minz; z < maxz - SearchSolidBaseWidth; z++)
{
Vector3i Location = Vector3i(x, y, z);
if (IsValidBuildLocation(Location))
{
Possibilities.push_back(Vector3i(x, y, z));
}
}
}
}
if (Possibilities.size() > 0)
{
m_BuildPlatform = false;
// Find the nearest
double DistanceToClosest = (Possibilities[0] - m_Position).SqrLength();
Vector3i Closest = Possibilities[0];
for (const auto & itr : Possibilities)
{
double Distance = (itr - m_Position).SqrLength();
if (Distance < DistanceToClosest)
{
DistanceToClosest = Distance;
Closest = itr;
}
}
m_PortalLoc = Closest;
}
}
return true;
}
void cNetherPortalScanner::BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform)
{
int x = a_Location.x;
int y = a_Location.y;
int z = a_Location.z;
// Clear a 3x4x4 area starting right above the base
for (int i = 0; i < SearchSolidBaseWidth; i++)
{
for (int j = 0; j < PortalLength; j++)
{
for (int k = 1; k < PortalHeight; k++)
{
if (a_Direction == Direction::Y)
{
m_World->SetBlock(x + i, y + k, z + j, E_BLOCK_AIR, 0);
}
else if (a_Direction == Direction::X)
{
m_World->SetBlock(x + j, y + k, z + i, E_BLOCK_AIR, 0);
}
}
}
}
// Put in an obsidian base
if (a_IncludePlatform)
{
for (int j = 0; j < PortalLength; j++)
{
// +2 on the short axis because that's where we deposit the entity
if (a_Direction == Direction::Y)
{
m_World->SetBlock(x + 2, y, z + j, E_BLOCK_OBSIDIAN, 0);
}
else if (a_Direction == Direction::X)
{
m_World->SetBlock(x + j, y, z + 2, E_BLOCK_OBSIDIAN, 0);
}
}
}
// Build an obsidian frame
for (int i = 0; i < PortalHeight; i++)
{
if (a_Direction == Direction::Y)
{
m_World->SetBlock(x + 1, y + i, z, E_BLOCK_OBSIDIAN, 0);
m_World->SetBlock(x + 1, y + i, z + 3, E_BLOCK_OBSIDIAN, 0);
}
else if (a_Direction == Direction::X)
{
m_World->SetBlock(x, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
m_World->SetBlock(x + 3, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
}
}
for (int i = 0; i < PortalLength; i++)
{
if (a_Direction == Direction::Y)
{
m_World->SetBlock(x + 1, y + 4, z + i, E_BLOCK_OBSIDIAN, 0);
m_World->SetBlock(x + 1, y, z + i, E_BLOCK_OBSIDIAN, 0);
}
else if (a_Direction == Direction::X)
{
m_World->SetBlock(x + i, y + 4, z + 1, E_BLOCK_OBSIDIAN, 0);
m_World->SetBlock(x + i, y, z + 1, E_BLOCK_OBSIDIAN, 0);
}
}
// Fill the frame (place a fire in the bottom)
m_World->SetBlock(x + 1, y + 1, z + 1, E_BLOCK_FIRE, 0);
}
void cNetherPortalScanner::OnDisabled(void)
{
// Now we actually move the player
if (!m_FoundPortal)
{
// Build a new nether portal.
LOGD("Building nether portal at {%d, %d, %d}", m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z);
BuildNetherPortal(m_PortalLoc, m_Dir, m_BuildPlatform);
m_PortalLoc.x += 1;
m_PortalLoc.y += 2;
m_PortalLoc.z += 1;
}
// Put the entity near the opening
Vector3d Position = m_PortalLoc;
if (m_Dir == Direction::Y)
{
Position.x += OutOffset;
Position.z += AcrossOffset;
}
else if (m_Dir == Direction::X)
{
Position.x += AcrossOffset;
Position.z += OutOffset;
}
LOGD("Placing player at {%f, %f, %f}", Position.x, Position.y, Position.z);
m_Entity->ScheduleMoveToWorld(m_World, Position);
delete this;
}

75
src/NetherPortalScanner.h Normal file
View File

@ -0,0 +1,75 @@
#pragma once
#include "Vector3.h"
#include "ChunkStay.h"
class cEntity;
class cWorld;
// This is the chunk stay which finds nearby nether portals
class cNetherPortalScanner : public cChunkStay
{
public:
cNetherPortalScanner(cEntity * a_MovingEntity, cWorld * a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY);
virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkY) override;
virtual bool OnAllChunksAvailable(void) override;
virtual void OnDisabled(void) override;
enum class Direction
{
X,
Y
};
private:
/** Length and height, including the obsidian. */
static const int PortalLength = 4;
static const int PortalHeight = 5;
static const int SearchRadius = 128;
static const int BuildSearchRadius = 16;
/** The width of a solid base to search for when building. */
static const int SearchSolidBaseWidth = 3;
/** Where to place the player out from the face and across the face */
const double OutOffset = 1.5;
const double AcrossOffset = 0.5;
/** Builds a portal. */
void BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform);
/** Whether the given location is a valid location to build a portal. */
bool IsValidBuildLocation(Vector3i a_BlockPosition);
/** The entity that's being moved. */
cEntity * m_Entity;
/** The world we're moving the entity to. */
cWorld * m_World;
/** Whether we found a portal during the loading of the chunks. */
bool m_FoundPortal;
/** Whether to build a platform. True if we couldn't build the portal on solid ground */
bool m_BuildPlatform;
/** The direction of the portal. */
Direction m_Dir;
/** The position of the pre-existing portal. */
Vector3i m_PortalLoc;
/** The center of the search area */
Vector3d m_Position;
/** The maximum Y to scan to */
int m_MaxY;
};