Comment and code style fix
+ Add static keyword - Don't capture everything in lambda
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@ -137,14 +137,15 @@ void cMobSpawnerEntity::SpawnEntity(void)
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return;
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}
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bool EntitiesSpawned = m_World->DoWithChunk(GetChunkX(), GetChunkZ(), [&](cChunk & a_Chunk)
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bool EntitiesSpawned = m_World->DoWithChunk(GetChunkX(), GetChunkZ(), [this, NearbyEntities](cChunk & a_Chunk)
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{
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auto & Random = GetRandomProvider();
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auto EntitySpawnTally = NearbyEntities;
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bool HaveSpawnedEntity = false;
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for (short I = 0; I < m_SpawnCount; I++)
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{
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if (NearbyEntities >= m_MaxNearbyEntities)
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if (EntitySpawnTally >= m_MaxNearbyEntities)
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{
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break;
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}
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@ -177,7 +178,7 @@ void cMobSpawnerEntity::SpawnEntity(void)
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{
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HaveSpawnedEntity = true;
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m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_MOBSPAWN, AbsPos, 0);
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NearbyEntities++;
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EntitySpawnTally++;
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}
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}
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}
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@ -199,7 +200,7 @@ int cMobSpawnerEntity::GetNearbyPlayersNum(void)
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{
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int NumPlayers = 0;
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auto Callback = [&] (cEntity & a_Entity)
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auto Callback = [this, &NumPlayers](cEntity & a_Entity)
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{
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if (!a_Entity.IsPlayer())
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{
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@ -212,8 +213,7 @@ int cMobSpawnerEntity::GetNearbyPlayersNum(void)
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return false;
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};
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auto PlayerBoundingBox = cBoundingBox(Vector3d(m_Pos.x, m_Pos.y - m_RequiredPlayerRange, m_Pos.z), m_RequiredPlayerRange, m_RequiredPlayerRange * 2);
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const cBoundingBox PlayerBoundingBox(Vector3d(m_Pos.x, m_Pos.y - m_RequiredPlayerRange, m_Pos.z), m_RequiredPlayerRange, m_RequiredPlayerRange * 2);
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m_World->ForEachEntityInBox(PlayerBoundingBox, Callback);
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return NumPlayers;
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@ -227,7 +227,7 @@ int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
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{
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int NumEntities = 0;
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auto Callback = [&] (cEntity & a_Entity)
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auto Callback = [this, &NumEntities](cEntity & a_Entity)
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{
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if (!a_Entity.IsMob())
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{
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@ -242,13 +242,8 @@ int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
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return false;
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};
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auto EntityBoundingBox = cBoundingBox(Vector3d(m_Pos.x, m_Pos.y - 4, m_Pos.z), m_SpawnRange, 8);
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const cBoundingBox EntityBoundingBox(Vector3d(m_Pos.x, m_Pos.y - 4, m_Pos.z), m_SpawnRange, 8);
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m_World->ForEachEntityInBox(EntityBoundingBox, Callback);
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return NumEntities;
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}
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@ -1,9 +1,13 @@
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// BlockInfested.h
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// Declares the cBlockInfestedHandler class representing the handler for Silverfish blocks (Mojang calls them Monster Eggs)
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#include "../Entities/Player.h"
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/* This Block Handler describes the blocks spawning silver fishes. Mojang calls them monster egg */
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class cBlockInfestedHandler final:
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public cBlockHandler
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@ -14,17 +18,17 @@ public:
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using Super::Super;
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private:
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static void SpawnSilverfish(cWorldInterface & a_WorldInterface, Vector3i a_BlockPos)
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{
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auto Pos = Vector3f(a_BlockPos.x - 0.5f, a_BlockPos.y - 0.5f, a_BlockPos.z - 0.5f);
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// TODO: only display animation if the difficulty allows mob spawns - Add when difficulty is implemented
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// Spawn Silverfish
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a_WorldInterface.SpawnMob(Pos.x, Pos.y, Pos.z, mtSilverfish, false);
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// Play particle
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a_WorldInterface.GetBroadcastManager().BroadcastParticleEffect("explode", Pos, Vector3f(), 0.1f, 50);
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const auto Position = Vector3f(a_BlockPos.x + 0.5f, a_BlockPos.y, a_BlockPos.z + 0.5f);
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a_WorldInterface.SpawnMob(Position.x, Position.y, Position.z, mtSilverfish, false);
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a_WorldInterface.GetBroadcastManager().BroadcastParticleEffect("explode", Position, Vector3f(), 0.1f, 50);
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}
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private:
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const override
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{
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@ -34,31 +38,29 @@ private:
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{
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if (ToolHasSilkTouch(a_Tool))
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{
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return cItem(E_BLOCK_STONE);
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return { E_BLOCK_STONE };
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}
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else
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{
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return cItem(E_BLOCK_COBBLESTONE);
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return { E_BLOCK_COBBLESTONE };
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}
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}
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case E_META_SILVERFISH_EGG_COBBLESTONE: return cItem(E_BLOCK_COBBLESTONE);
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case E_META_SILVERFISH_EGG_STONE_BRICK: return cItem(E_BLOCK_STONE_BRICKS);
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case E_META_SILVERFISH_EGG_COBBLESTONE: return { E_BLOCK_COBBLESTONE };
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case E_META_SILVERFISH_EGG_STONE_BRICK: return { E_BLOCK_STONE_BRICKS };
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case E_META_SILVERFISH_EGG_MOSSY_STONE_BRICK: return cItem(E_BLOCK_STONE_BRICKS, 1, E_META_STONE_BRICK_MOSSY);
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case E_META_SILVERFISH_EGG_CRACKED_STONE_BRICK: return cItem(E_BLOCK_STONE_BRICKS, 1, E_META_STONE_BRICK_CRACKED);
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case E_META_SILVERFISH_EGG_CHISELED_STONE_BRICK: return cItem(E_BLOCK_STONE_BRICKS, 1, E_META_STONE_BRICK_ORNAMENT);
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}
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return {};
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}
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virtual void OnBroken(
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
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Vector3i a_BlockPos,
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BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
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const cEntity * a_Digger
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
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Vector3i a_BlockPos,
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BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
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const cEntity * a_Digger
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) const override
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{
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if (a_Digger != nullptr)
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@ -85,4 +87,3 @@ private:
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return 11;
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}
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} ;
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@ -1892,7 +1892,7 @@ void cFinishGenOreNests::GenerateOre(
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!IsBiomeMountain(BiomeSampleTwo) &&
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!IsBiomeMountain(BiomeSampleThree) &&
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!IsBiomeMountain(BiomeSampleFour)
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)
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)
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{
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return;
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}
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@ -16,11 +16,11 @@
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namespace Explodinator
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{
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const auto StepUnit = 0.3f;
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const auto KnockbackFactor = 25U;
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const auto StepAttenuation = 0.225f;
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const auto TraceCubeSideLength = 16U;
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const auto BoundingBoxStepUnit = 0.5;
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static const auto StepUnit = 0.3f;
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static const auto KnockbackFactor = 25U;
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static const auto StepAttenuation = 0.225f;
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static const auto TraceCubeSideLength = 16U;
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static const auto BoundingBoxStepUnit = 0.5;
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/** Converts an absolute floating-point Position into a Chunk-relative one. */
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static Vector3f AbsoluteToRelative(const Vector3f a_Position, const cChunkCoords a_ChunkPosition)
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@ -134,9 +134,9 @@ public:
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/** Writes the specified block position as a single encoded 64-bit BigEndian integer.
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The three coordinates are written in XYZ order. */
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inline void WriteXYZPosition64(const Vector3i & a_Pos)
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inline void WriteXYZPosition64(const Vector3i a_Position)
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{
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VERIFY(m_Out.WriteXYZPosition64(a_Pos.x, a_Pos.y, a_Pos.z));
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VERIFY(m_Out.WriteXYZPosition64(a_Position.x, a_Position.y, a_Position.z));
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}
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/** Writes the specified block position as a single encoded 64-bit BigEndian integer.
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@ -1130,7 +1130,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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const cItem Target(*GetSlot(0, a_Player));
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const cItem Sacrifice(*GetSlot(1, a_Player));
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// Output initialised as copy of target
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// Output initialised as copy of target.
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cItem Output(Target);
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if (Target.IsEmpty())
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@ -1148,9 +1148,8 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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int NeedExp = 0;
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if (!Sacrifice.IsEmpty())
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{
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bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
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RepairCost += Sacrifice.m_RepairCost;
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// Can we repair with sacrifce material?
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if (Target.IsDamageable() && cItemHandler::GetItemHandler(Target)->CanRepairWithRawMaterial(Sacrifice.m_ItemType))
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{
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@ -1166,8 +1165,9 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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return;
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}
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int NumItemsConsumed = 0;
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// Repair until out of materials, or fully repaired
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char NumItemsConsumed = 0;
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// Repair until out of materials, or fully repaired:
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while ((DamageDiff > 0) && (NumItemsConsumed < Sacrifice.m_ItemCount))
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{
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Output.m_ItemDamage -= DamageDiff;
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@ -1176,10 +1176,12 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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++NumItemsConsumed;
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}
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m_StackSizeToBeUsedInRepair = static_cast<char>(NumItemsConsumed);
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m_StackSizeToBeUsedInRepair = NumItemsConsumed;
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}
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else // Combining tools / armour
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{
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const bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
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// No result if we can't combine the items
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if (!IsEnchantBook && (!Target.IsSameType(Sacrifice) || !Target.IsDamageable()))
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{
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@ -1197,7 +1199,8 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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// Durability = MaxDamage - m_ItemDamage = how far from broken
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const short TargetDurability = Target.GetMaxDamage() - Target.m_ItemDamage;
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const short SacrificeDurability = Sacrifice.GetMaxDamage() - Sacrifice.m_ItemDamage;
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// How much durability to repair by:
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// How much durability to repair by.
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const short RepairDurability = SacrificeDurability + Target.GetMaxDamage() * 12 / 100;
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// Don't give item a negative damage:
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@ -1270,7 +1273,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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Output.m_RepairCost = RepairCost;
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}
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// If after everything, output will be the same then no point enchanting
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// If after everything, output will be the same then no point enchanting:
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if (Target.IsEqual(Output))
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{
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Output.Empty();
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