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Award player an achievement when creating a beacon (#3930)

This commit is contained in:
Bond-009 2017-08-21 16:00:49 +02:00 committed by Alexander Harkness
parent d510c977f6
commit ad3192d696

View File

@ -187,16 +187,42 @@ void cBeaconEntity::UpdateBeacon(void)
m_IsActive = (m_BeaconLevel > 0);
}
if (m_BeaconLevel != OldBeaconLevel)
if ((m_BeaconLevel != OldBeaconLevel) && (m_BeaconLevel == 4))
{
// Send window update:
if (GetWindow() != nullptr)
{
GetWindow()->SetProperty(0, m_BeaconLevel);
}
}
// TODO: Add achievement
class cPlayerCallback :
public cPlayerListCallback
{
public:
cPlayerCallback(Vector3d a_Position):
m_Position(a_Position)
{
}
virtual bool Item(cPlayer * a_Player)
{
Vector3d Distance = m_Position - a_Player->GetPosition();
if (
(std::abs(Distance.y) <= 14) &&
(std::abs(Distance.x) <= 20) &&
(std::abs(Distance.z) <= 20)
)
{
a_Player->AwardAchievement(eStatistic::achFullBeacon);
}
return false;
}
private:
Vector3d m_Position;
} PlayerCallback(Vector3d(m_PosX, m_PosY, m_PosZ));
GetWorld()->ForEachPlayer(PlayerCallback);
}
}
@ -226,21 +252,20 @@ void cBeaconEntity::GiveEffects(void)
class cPlayerCallback : public cPlayerListCallback
{
int m_Radius;
int m_PosX, m_PosY, m_PosZ;
Vector3d m_Position;
cEntityEffect::eType m_PrimaryEffect, m_SecondaryEffect;
short m_EffectLevel;
virtual bool Item(cPlayer * a_Player)
{
Vector3d PlayerPosition = Vector3d(a_Player->GetPosition());
if (PlayerPosition.y > static_cast<double>(m_PosY))
if (PlayerPosition.y > m_Position.y)
{
PlayerPosition.y = static_cast<double>(m_PosY);
PlayerPosition.y = m_Position.y;
}
// TODO: Vanilla minecraft uses an AABB check instead of a radius one
Vector3d BeaconPosition = Vector3d(m_PosX, m_PosY, m_PosZ);
if ((PlayerPosition - BeaconPosition).Length() <= m_Radius)
if ((PlayerPosition - m_Position).Length() <= m_Radius)
{
a_Player->AddEntityEffect(m_PrimaryEffect, 180, m_EffectLevel);
@ -253,18 +278,16 @@ void cBeaconEntity::GiveEffects(void)
}
public:
cPlayerCallback(int a_Radius, int a_PosX, int a_PosY, int a_PosZ, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel):
cPlayerCallback(int a_Radius, Vector3d a_Position, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel):
m_Radius(a_Radius),
m_PosX(a_PosX),
m_PosY(a_PosY),
m_PosZ(a_PosZ),
m_Position(a_Position),
m_PrimaryEffect(a_PrimaryEffect),
m_SecondaryEffect(a_SecondaryEffect),
m_EffectLevel(a_EffectLevel)
{
}
} PlayerCallback(Radius, m_PosX, m_PosY, m_PosZ, m_PrimaryEffect, SecondaryEffect, EffectLevel);
} PlayerCallback(Radius, Vector3d(m_PosX, m_PosY, m_PosZ), m_PrimaryEffect, SecondaryEffect, EffectLevel);
GetWorld()->ForEachPlayer(PlayerCallback);
}