1121 lines
53 KiB
C++
1121 lines
53 KiB
C++
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#pragma once
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#ifndef _WIN32
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#include "BlockID.h"
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#else
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enum ENUM_ITEM_ID;
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#endif
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#define MAX_PLAYERS 65535
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#include "Simulator/SimulatorManager.h"
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#include "ChunkMap.h"
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#include "WorldStorage/WorldStorage.h"
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#include "Generating/ChunkGenerator.h"
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#include "Vector3.h"
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#include "ChunkSender.h"
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#include "Defines.h"
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#include "LightingThread.h"
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#include "Item.h"
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#include "Mobs/Monster.h"
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#include "Entities/ProjectileEntity.h"
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#include "ForEachChunkProvider.h"
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#include "Scoreboard.h"
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#include "MapManager.h"
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#include "Blocks/WorldInterface.h"
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#include "Blocks/BroadcastInterface.h"
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#include "FastRandom.h"
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#include "ClientHandle.h"
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class cFireSimulator;
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class cFluidSimulator;
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class cSandSimulator;
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class cRedstoneSimulator;
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class cItem;
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class cPlayer;
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class cClientHandle;
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typedef SharedPtr<cClientHandle> cClientHandlePtr;
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typedef std::list<cClientHandlePtr> cClientHandlePtrs;
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typedef std::list<cClientHandle *> cClientHandles;
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class cEntity;
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class cBlockEntity;
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class cWorldGenerator; // The generator that actually generates the chunks for a single world
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class cChunkGenerator; // The thread responsible for generating chunks
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class cBeaconEntity;
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class cChestEntity;
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class cDispenserEntity;
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class cFlowerPotEntity;
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class cFurnaceEntity;
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class cNoteEntity;
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class cMobHeadEntity;
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class cCompositeChat;
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class cCuboid;
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class cSetChunkData;
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class cBroadcaster;
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typedef std::list< cPlayer * > cPlayerList;
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typedef SharedPtr<cSetChunkData> cSetChunkDataPtr; // TODO: Change to unique_ptr once we go C++11
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typedef std::vector<cSetChunkDataPtr> cSetChunkDataPtrs;
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typedef cItemCallback<cPlayer> cPlayerListCallback;
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typedef cItemCallback<cEntity> cEntityCallback;
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typedef cItemCallback<cBeaconEntity> cBeaconCallback;
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typedef cItemCallback<cChestEntity> cChestCallback;
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typedef cItemCallback<cDispenserEntity> cDispenserCallback;
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typedef cItemCallback<cFurnaceEntity> cFurnaceCallback;
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typedef cItemCallback<cNoteEntity> cNoteBlockCallback;
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typedef cItemCallback<cCommandBlockEntity> cCommandBlockCallback;
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typedef cItemCallback<cMobHeadEntity> cMobHeadCallback;
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typedef cItemCallback<cFlowerPotEntity> cFlowerPotCallback;
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// tolua_begin
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class cWorld :
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public cForEachChunkProvider,
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public cWorldInterface,
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public cBroadcastInterface
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{
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public:
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// tolua_end
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/** A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor */
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class cLock :
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public cCSLock
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{
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typedef cCSLock super;
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public:
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cLock(cWorld & a_World);
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} ;
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/** A common ancestor for all tasks queued onto the tick thread */
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class cTask
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{
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public:
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virtual ~cTask() {}
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virtual void Run(cWorld & a_World) = 0;
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} ;
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typedef SharedPtr<cTask> cTaskPtr;
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typedef std::vector<cTaskPtr> cTasks;
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class cTaskSaveAllChunks :
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public cTask
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{
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protected:
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// cTask overrides:
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virtual void Run(cWorld & a_World) override;
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} ;
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class cTaskUnloadUnusedChunks :
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public cTask
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{
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protected:
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// cTask overrides:
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virtual void Run(cWorld & a_World) override;
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};
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class cTaskSendBlockToAllPlayers :
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public cTask
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{
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public:
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cTaskSendBlockToAllPlayers(std::vector<Vector3i> & a_SendQueue);
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protected:
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// cTask overrides:
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virtual void Run(cWorld & a_World) override;
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std::vector<Vector3i> m_SendQueue;
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};
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static const char * GetClassStatic(void) // Needed for ManualBindings's ForEach templates
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{
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return "cWorld";
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}
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// tolua_begin
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int GetTicksUntilWeatherChange(void) const { return m_WeatherInterval; }
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/** Is the daylight cycle enabled? */
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virtual bool IsDaylightCycleEnabled(void) const { return m_IsDaylightCycleEnabled; }
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/** Sets the daylight cycle to true / false. */
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virtual void SetDaylightCycleEnabled(bool a_IsDaylightCycleEnabled)
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{
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m_IsDaylightCycleEnabled = a_IsDaylightCycleEnabled;
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BroadcastTimeUpdate();
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}
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virtual Int64 GetWorldAge (void) const override { return std::chrono::duration_cast<cTickTimeLong>(m_WorldAge).count(); }
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virtual int GetTimeOfDay(void) const override { return std::chrono::duration_cast<cTickTime>(m_TimeOfDay).count(); }
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void SetTicksUntilWeatherChange(int a_WeatherInterval)
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{
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m_WeatherInterval = a_WeatherInterval;
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}
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virtual void SetTimeOfDay(int a_TimeOfDay) override
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{
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m_TimeOfDay = cTickTime(a_TimeOfDay);
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UpdateSkyDarkness();
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BroadcastTimeUpdate();
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}
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/** Returns the default weather interval for the specific weather type.
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Returns -1 for any unknown weather. */
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int GetDefaultWeatherInterval(eWeather a_Weather);
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/** Returns the current game mode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
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eGameMode GetGameMode(void) const { return m_GameMode; }
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/** Returns true if the world is in Creative mode */
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bool IsGameModeCreative(void) const { return (m_GameMode == gmCreative); }
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/** Returns true if the world is in Survival mode */
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bool IsGameModeSurvival(void) const { return (m_GameMode == gmSurvival); }
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/** Returns true if the world is in Adventure mode */
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bool IsGameModeAdventure(void) const { return (m_GameMode == gmAdventure); }
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/** Returns true if the world is in Spectator mode */
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bool IsGameModeSpectator(void) const { return (m_GameMode == gmSpectator); }
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bool IsPVPEnabled(void) const { return m_bEnabledPVP; }
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bool IsDeepSnowEnabled(void) const { return m_IsDeepSnowEnabled; }
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bool ShouldLavaSpawnFire(void) const { return m_ShouldLavaSpawnFire; }
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bool VillagersShouldHarvestCrops(void) const { return m_VillagersShouldHarvestCrops; }
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virtual eDimension GetDimension(void) const override { return m_Dimension; }
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/** Returns the world height at the specified coords; waits for the chunk to get loaded / generated */
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virtual int GetHeight(int a_BlockX, int a_BlockZ) override;
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// tolua_end
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/** Retrieves the world height at the specified coords; returns false if chunk not loaded / generated */
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bool TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height); // Exported in ManualBindings.cpp
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// Broadcast respective packets to all clients of the chunk where the event is taking place
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// (Please keep these alpha-sorted)
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void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle);
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void BroadcastBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, Byte a_Byte1, Byte a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = nullptr); // tolua_export
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void BroadcastBlockBreakAnimation(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage, const cClientHandle * a_Exclude = nullptr);
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void BroadcastBlockEntity (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = nullptr); ///< If there is a block entity at the specified coods, sends it to all clients except a_Exclude
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// tolua_begin
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void BroadcastChat (const AString & a_Message, const cClientHandle * a_Exclude = nullptr, eMessageType a_ChatPrefix = mtCustom);
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void BroadcastChatInfo (const AString & a_Message, const cClientHandle * a_Exclude = nullptr) { BroadcastChat(a_Message, a_Exclude, mtInformation); }
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void BroadcastChatFailure(const AString & a_Message, const cClientHandle * a_Exclude = nullptr) { BroadcastChat(a_Message, a_Exclude, mtFailure); }
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void BroadcastChatSuccess(const AString & a_Message, const cClientHandle * a_Exclude = nullptr) { BroadcastChat(a_Message, a_Exclude, mtSuccess); }
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void BroadcastChatWarning(const AString & a_Message, const cClientHandle * a_Exclude = nullptr) { BroadcastChat(a_Message, a_Exclude, mtWarning); }
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void BroadcastChatFatal (const AString & a_Message, const cClientHandle * a_Exclude = nullptr) { BroadcastChat(a_Message, a_Exclude, mtFailure); }
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void BroadcastChatDeath (const AString & a_Message, const cClientHandle * a_Exclude = nullptr) { BroadcastChat(a_Message, a_Exclude, mtDeath); }
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void BroadcastChat (const cCompositeChat & a_Message, const cClientHandle * a_Exclude = nullptr);
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// tolua_end
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void BroadcastChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer, const cClientHandle * a_Exclude = nullptr);
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void BroadcastCollectEntity (const cEntity & a_Pickup, const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = nullptr);
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void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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virtual void BroadcastEntityAnimation (const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = nullptr) override; // tolua_export
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void BroadcastPlayerListAddPlayer (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastPlayerListRemovePlayer (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastPlayerListUpdateGameMode (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastPlayerListUpdatePing (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr);
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void BroadcastPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName, const cClientHandle * a_Exclude = nullptr);
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void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = nullptr);
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void BroadcastScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode);
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void BroadcastScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode);
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void BroadcastDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display);
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void BroadcastSoundEffect (const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = nullptr) override; // tolua_export
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void BroadcastSoundParticleEffect (int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data, const cClientHandle * a_Exclude = nullptr); // tolua_export
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void BroadcastSpawnEntity (cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastTeleportEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr);
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void BroadcastThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ, const cClientHandle * a_Exclude = nullptr);
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void BroadcastTimeUpdate (const cClientHandle * a_Exclude = nullptr);
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virtual void BroadcastUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ) override;
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void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = nullptr);
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virtual cBroadcastInterface & GetBroadcastManager(void) override
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{
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return *this;
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}
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/** If there is a block entity at the specified coords, sends it to the client specified */
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void SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client);
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void MarkRedstoneDirty(int a_ChunkX, int a_ChunkZ);
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void MarkChunkDirty (int a_ChunkX, int a_ChunkZ, bool a_MarkRedstoneDirty = false);
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void MarkChunkSaving(int a_ChunkX, int a_ChunkZ);
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void MarkChunkSaved (int a_ChunkX, int a_ChunkZ);
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/** Puts the chunk data into a queue to be set into the chunkmap in the tick thread.
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If the chunk data doesn't contain valid biomes, the biomes are calculated before adding the data into the queue. */
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void QueueSetChunkData(const cSetChunkDataPtr & a_SetChunkData);
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void ChunkLighted(
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int a_ChunkX, int a_ChunkZ,
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const cChunkDef::BlockNibbles & a_BlockLight,
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const cChunkDef::BlockNibbles & a_SkyLight
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);
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bool GetChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataCallback & a_Callback);
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/** Gets the chunk's blocks, only the block types */
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bool GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes);
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/** Returns true iff the chunk is in the loader / generator queue. */
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bool IsChunkQueued(int a_ChunkX, int a_ChunkZ) const;
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/** Returns true iff the chunk is present and valid. */
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bool IsChunkValid(int a_ChunkX, int a_ChunkZ) const;
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bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const;
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/** Queues a task to unload unused chunks onto the tick thread. The prefferred way of unloading*/
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void QueueUnloadUnusedChunks(void); // tolua_export
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void CollectPickupsByPlayer(cPlayer & a_Player);
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/** Adds the player to the world.
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Uses a queue to store the player object until the Tick thread processes the addition event.
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Also adds the player as an entity in the chunkmap, and the player's ClientHandle, if any, for ticking. */
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void AddPlayer(cPlayer * a_Player);
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/** Removes the player from the world.
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Removes the player from the addition queue, too, if appropriate.
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If the player has a ClientHandle, the ClientHandle is removed from all chunks in the world and will not be ticked by this world anymore.
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@param a_RemoveFromChunk determines if the entity should be removed from its chunk as well. Should be false when ticking from cChunk. */
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void RemovePlayer(cPlayer * a_Player, bool a_RemoveFromChunk);
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/** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
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virtual bool ForEachPlayer(cPlayerListCallback & a_Callback) override; // >> EXPORTED IN MANUALBINDINGS <<
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/** Calls the callback for the player of the given name; returns true if the player was found and the callback called, false if player not found.
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Callback return value is ignored. If there are multiple players of the same name, only (random) one is processed by the callback. */
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bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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/** Finds a player from a partial or complete player name and calls the callback - case-insensitive */
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bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
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cPlayer * FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
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/** Finds the player over his uuid and calls the callback */
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bool DoWithPlayerByUUID(const AString & a_PlayerUUID, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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/** Adds the entity into its appropriate chunk; takes ownership of the entity ptr.
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The entity is added lazily - this function only puts it in a queue that is then processed by the Tick thread. */
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void AddEntity(cEntity * a_Entity);
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/** Returns true if an entity with the specified UniqueID exists in the world.
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Note: Only loaded chunks are considered. */
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bool HasEntity(UInt32 a_UniqueID);
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/** Calls the callback for each entity in the entire world; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntity(cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/** Calls the callback for each entity in the specified chunk; returns true if all entities processed, false if the callback aborted by returning true */
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bool ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/** Calls the callback for each entity that has a nonempty intersection with the specified boundingbox.
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Returns true if all entities processed, false if the callback aborted by returning true.
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If any chunk in the box is missing, ignores the entities in that chunk silently. */
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bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/** Calls the callback if the entity with the specified ID is found, with the entity object as the callback param.
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Returns true if entity found and callback returned false. */
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bool DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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/** Compares clients of two chunks, calls the callback accordingly */
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void CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback);
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/** Adds client to a chunk, if not already present; returns true if added, false if present */
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bool AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
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/** Removes client from the chunk specified */
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void RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client);
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/** Removes the client from all chunks it is present in */
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void RemoveClientFromChunks(cClientHandle * a_Client);
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/** Sends the chunk to the client specified, if the client doesn't have the chunk yet.
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If chunk not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
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void SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client);
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/** Sends the chunk to the client specified, even if the client already has the chunk.
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If the chunk's not valid, the request is postponed (ChunkSender will send that chunk when it becomes valid + lighted). */
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void ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client);
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/** Removes client from ChunkSender's queue of chunks to be sent */
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void RemoveClientFromChunkSender(cClientHandle * a_Client);
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/** Touches the chunk, causing it to be loaded or generated */
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void TouchChunk(int a_ChunkX, int a_ChunkZ);
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/** Queues the chunk for preparing - making sure that it's generated and lit.
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The specified chunk is queued to be loaded or generated, and lit if needed.
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The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called.
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It is legal to call with no callback. */
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter = {});
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/** Marks the chunk as failed-to-load: */
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkZ);
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/** Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be nullptr. Returns true if sign text changed. */
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bool SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player = nullptr); // Exported in ManualBindings.cpp
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/** Sets the command block command. Returns true if command changed. */
|
|
bool SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command); // tolua_export
|
|
|
|
/** Is the trapdoor open? Returns false if there is no trapdoor at the specified coords. */
|
|
bool IsTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
|
|
|
|
/** Set the state of a trapdoor. Returns true if the trapdoor was updated, false if there was no trapdoor at those coords. */
|
|
bool SetTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_Open); // tolua_export
|
|
|
|
/** Regenerate the given chunk: */
|
|
void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
|
|
|
|
/** Generates the given chunk */
|
|
void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
|
|
|
|
/** Queues a chunk for lighting; a_Callback is called after the chunk is lighted */
|
|
void QueueLightChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback = {});
|
|
|
|
bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
|
|
|
|
/** Calls the callback for each chunk in the coords specified (all cords are inclusive). Returns true if all chunks have been processed successfully */
|
|
virtual bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) override;
|
|
|
|
// tolua_begin
|
|
|
|
/** Sets the block at the specified coords to the specified value.
|
|
Full processing, incl. updating neighbors, is performed.
|
|
*/
|
|
void SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, bool a_SendToClients = true);
|
|
|
|
/** Sets the block at the specified coords to the specified value.
|
|
The replacement doesn't trigger block updates.
|
|
The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block)
|
|
*/
|
|
void FastSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
|
{
|
|
m_ChunkMap->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** Queues a SetBlock() with the specified parameters after the specified number of ticks.
|
|
Calls SetBlock(), so performs full processing of the replaced block.
|
|
*/
|
|
void QueueSetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_TickDelay, BLOCKTYPE a_PreviousBlockType = E_BLOCK_AIR)
|
|
{
|
|
m_ChunkMap->QueueSetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta, GetWorldAge() + a_TickDelay, a_PreviousBlockType);
|
|
}
|
|
|
|
BLOCKTYPE GetBlock (int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
return m_ChunkMap->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
|
|
NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
return m_ChunkMap->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
|
|
}
|
|
void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData);
|
|
NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
// tolua_end
|
|
|
|
bool GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); // TODO: Exported in ManualBindings.cpp
|
|
bool GetBlockInfo (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight); // TODO: Exported in ManualBindings.cpp
|
|
// TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
// tolua_begin
|
|
|
|
// Vector3i variants:
|
|
void FastSetBlock(const Vector3i & a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { FastSetBlock( a_Pos.x, a_Pos.y, a_Pos.z, a_BlockType, a_BlockMeta); }
|
|
BLOCKTYPE GetBlock (const Vector3i & a_Pos) { return GetBlock( a_Pos.x, a_Pos.y, a_Pos.z); }
|
|
NIBBLETYPE GetBlockMeta(const Vector3i & a_Pos) { return GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z); }
|
|
void SetBlockMeta(const Vector3i & a_Pos, NIBBLETYPE a_MetaData) { SetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z, a_MetaData); }
|
|
// tolua_end
|
|
|
|
/** Writes the block area into the specified coords.
|
|
Returns true if all chunks have been processed.
|
|
Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too.
|
|
a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
|
|
*/
|
|
virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) override;
|
|
|
|
// tolua_begin
|
|
|
|
/** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
|
|
virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false) override;
|
|
|
|
/** Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified. */
|
|
virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false) override;
|
|
|
|
/** Spawns an falling block entity at the given position.
|
|
Returns the UniqueID of the spawned falling block, or cEntity::INVALID_ID on failure. */
|
|
UInt32 SpawnFallingBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE BlockType, NIBBLETYPE BlockMeta);
|
|
|
|
/** Spawns an minecart at the given coordinates.
|
|
Returns the UniqueID of the spawned minecart, or cEntity::INVALID_ID on failure. */
|
|
UInt32 SpawnMinecart(double a_X, double a_Y, double a_Z, int a_MinecartType, const cItem & a_Content = cItem(), int a_BlockHeight = 1);
|
|
|
|
/** Spawns an experience orb at the given location with the given reward.
|
|
Returns the UniqueID of the spawned experience orb, or cEntity::INVALID_ID on failure. */
|
|
virtual UInt32 SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward) override;
|
|
|
|
/** Spawns a new primed TNT entity at the specified block coords and specified fuse duration.
|
|
Initial velocity is given based on the relative coefficient provided.
|
|
Returns the UniqueID of the created entity, or cEntity::INVALID_ID on failure. */
|
|
UInt32 SpawnPrimedTNT(double a_X, double a_Y, double a_Z, int a_FuseTimeInSec = 80, double a_InitialVelocityCoeff = 1);
|
|
|
|
// tolua_end
|
|
|
|
/** Performs the specified single-block set operations simultaneously, as if SetBlock() was called for each item.
|
|
Is more efficient than calling SetBlock() multiple times.
|
|
If the chunk for any of the blocks is not loaded, the set operation is ignored silently. */
|
|
void SetBlocks(const sSetBlockVector & a_Blocks);
|
|
|
|
/** Replaces world blocks with a_Blocks, if they are of type a_FilterBlockType */
|
|
void ReplaceBlocks(const sSetBlockVector & a_Blocks, BLOCKTYPE a_FilterBlockType);
|
|
|
|
/** Retrieves block types of the specified blocks. If a chunk is not loaded, doesn't modify the block. Returns true if all blocks were read. */
|
|
bool GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure);
|
|
|
|
// tolua_begin
|
|
bool DigBlock (int a_X, int a_Y, int a_Z);
|
|
virtual void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer * a_Player) override;
|
|
|
|
double GetSpawnX(void) const { return m_SpawnX; }
|
|
double GetSpawnY(void) const { return m_SpawnY; }
|
|
double GetSpawnZ(void) const { return m_SpawnZ; }
|
|
|
|
/** Wakes up the simulators for the specified block */
|
|
virtual void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) override;
|
|
|
|
/** Wakes up the simulators for the specified area of blocks */
|
|
void WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ);
|
|
|
|
// tolua_end
|
|
|
|
inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager.get(); }
|
|
|
|
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
|
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
|
inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
|
|
|
|
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
|
|
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true */
|
|
bool ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for each dispenser in the specified chunk; returns true if all dispensers processed, false if the callback aborted by returning true */
|
|
bool ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback & a_Callback);
|
|
|
|
/** Calls the callback for each dropper in the specified chunk; returns true if all droppers processed, false if the callback aborted by returning true */
|
|
bool ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback & a_Callback);
|
|
|
|
/** Calls the callback for each dropspenser in the specified chunk; returns true if all dropspensers processed, false if the callback aborted by returning true */
|
|
bool ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback & a_Callback);
|
|
|
|
/** Calls the callback for each furnace in the specified chunk; returns true if all furnaces processed, false if the callback aborted by returning true */
|
|
bool ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Does an explosion with the specified strength at the specified coordinate
|
|
a_SourceData exact type depends on the a_Source:
|
|
| esOther | void * |
|
|
| esPrimedTNT | cTNTEntity * |
|
|
| esMonster | cMonster * |
|
|
| esBed | cVector3i * |
|
|
| esEnderCrystal | Vector3i * |
|
|
| esGhastFireball | cGhastFireball * |
|
|
| esWitherSkullBlack | TBD |
|
|
| esWitherSkullBlue | TBD |
|
|
| esWitherBirth | cMonster * |
|
|
| esPlugin | void * |
|
|
*/
|
|
virtual void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData) override; // tolua_export
|
|
|
|
/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
|
|
virtual bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback) override; // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the beacon at the specified coords; returns false if there's no beacon at those coords, true if found */
|
|
bool DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the chest at the specified coords; returns false if there's no chest at those coords, true if found */
|
|
bool DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the dispenser at the specified coords; returns false if there's no dispenser at those coords or callback returns true, returns true if found */
|
|
bool DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the dropper at the specified coords; returns false if there's no dropper at those coords or callback returns true, returns true if found */
|
|
bool DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the dropspenser at the specified coords; returns false if there's no dropspenser at those coords or callback returns true, returns true if found */
|
|
bool DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the furnace at the specified coords; returns false if there's no furnace at those coords or callback returns true, returns true if found */
|
|
bool DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the noteblock at the specified coords; returns false if there's no noteblock at those coords or callback returns true, returns true if found */
|
|
bool DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the command block at the specified coords; returns false if there's no command block at those coords or callback returns true, returns true if found */
|
|
bool DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the mob head block at the specified coords; returns false if there's no mob head block at those coords or callback returns true, returns true if found */
|
|
bool DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the flower pot at the specified coords; returns false if there's no flower pot at those coords or callback returns true, returns true if found */
|
|
bool DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback & a_Callback); // Exported in ManualBindings.cpp
|
|
|
|
/** Retrieves the test on the sign at the specified coords; returns false if there's no sign at those coords, true if found */
|
|
bool GetSignLines (int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4); // Exported in ManualBindings.cpp
|
|
|
|
/** a_Player is using block entity at [x, y, z], handle that: */
|
|
void UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) {m_ChunkMap->UseBlockEntity(a_Player, a_BlockX, a_BlockY, a_BlockZ); } // tolua_export
|
|
|
|
/** Calls the callback for the chunk specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback */
|
|
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
|
|
|
|
/** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback **/
|
|
bool DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback);
|
|
|
|
void GrowTreeImage(const sSetBlockVector & a_Blocks);
|
|
|
|
// tolua_begin
|
|
|
|
/** Grows a tree at the specified coords, either from a sapling there, or based on the biome */
|
|
void GrowTree (int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/** Grows a tree at the specified coords, based on the sapling meta provided */
|
|
void GrowTreeFromSapling(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_SaplingMeta);
|
|
|
|
/** Grows a tree at the specified coords, based on the biome in the place */
|
|
void GrowTreeByBiome (int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/** Grows the plant at the specified block to its ripe stage (bonemeal used); returns false if the block is not growable. If a_IsBonemeal is true, block is not grown if not allowed in world.ini */
|
|
bool GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false);
|
|
|
|
/** Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config */
|
|
void GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
|
|
|
|
/** Grows a melon or a pumpkin next to the block specified (assumed to be the stem) */
|
|
void GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
|
|
|
|
/** Grows a sugarcane present at the block specified by the amount of blocks specified, up to the max height specified in the config */
|
|
void GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow);
|
|
|
|
/** Returns the biome at the specified coords. Reads the biome from the chunk, if loaded, otherwise uses the world generator to provide the biome value */
|
|
EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
|
|
|
|
/** Sets the biome at the specified coords. Returns true if successful, false if not (chunk not loaded).
|
|
Doesn't resend the chunk to clients, use ForceSendChunkTo() for that. */
|
|
bool SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome);
|
|
|
|
/** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded).
|
|
(Re)sends the chunks to their relevant clients if successful. */
|
|
bool SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome);
|
|
|
|
/** Sets the biome at the area. Returns true if successful, false if any subarea failed (chunk not loaded).
|
|
(Re)sends the chunks to their relevant clients if successful.
|
|
The cuboid needn't be sorted. */
|
|
bool SetAreaBiome(const cCuboid & a_Area, EMCSBiome a_Biome);
|
|
|
|
/** Returns the name of the world */
|
|
const AString & GetName(void) const { return m_WorldName; }
|
|
|
|
/** Returns the name of the world.ini file used by this world */
|
|
const AString & GetIniFileName(void) const {return m_IniFileName; }
|
|
|
|
/** Returns the associated scoreboard instance. */
|
|
cScoreboard & GetScoreBoard(void) { return m_Scoreboard; }
|
|
|
|
/** Returns the associated map manager instance. */
|
|
cMapManager & GetMapManager(void) { return m_MapManager; }
|
|
|
|
bool AreCommandBlocksEnabled(void) const { return m_bCommandBlocksEnabled; }
|
|
void SetCommandBlocksEnabled(bool a_Flag) { m_bCommandBlocksEnabled = a_Flag; }
|
|
|
|
eShrapnelLevel GetTNTShrapnelLevel(void) const { return m_TNTShrapnelLevel; }
|
|
void SetTNTShrapnelLevel(eShrapnelLevel a_Flag) { m_TNTShrapnelLevel = a_Flag; }
|
|
|
|
int GetMaxViewDistance(void) const { return m_MaxViewDistance; }
|
|
void SetMaxViewDistance(int a_MaxViewDistance)
|
|
{
|
|
m_MaxViewDistance = Clamp(a_MaxViewDistance, cClientHandle::MIN_VIEW_DISTANCE, cClientHandle::MAX_VIEW_DISTANCE);
|
|
}
|
|
|
|
bool ShouldUseChatPrefixes(void) const { return m_bUseChatPrefixes; }
|
|
void SetShouldUseChatPrefixes(bool a_Flag) { m_bUseChatPrefixes = a_Flag; }
|
|
|
|
bool ShouldBroadcastDeathMessages(void) const { return m_BroadcastDeathMessages; }
|
|
bool ShouldBroadcastAchievementMessages(void) const { return m_BroadcastAchievementMessages; }
|
|
|
|
|
|
AString GetLinkedNetherWorldName(void) const { return m_LinkedNetherWorldName; }
|
|
void SetLinkedNetherWorldName(const AString & a_Name) { m_LinkedNetherWorldName = a_Name; }
|
|
|
|
AString GetLinkedEndWorldName(void) const { return m_LinkedEndWorldName; }
|
|
void SetLinkedEndWorldName(const AString & a_Name) { m_LinkedEndWorldName = a_Name; }
|
|
|
|
AString GetLinkedOverworldName(void) const { return m_LinkedOverworldName; }
|
|
void SetLinkedOverworldName(const AString & a_Name) { m_LinkedOverworldName = a_Name; }
|
|
|
|
// tolua_end
|
|
|
|
/** Saves all chunks immediately. Dangerous interface, may deadlock, use QueueSaveAllChunks() instead */
|
|
void SaveAllChunks(void);
|
|
|
|
/** Queues a task to save all chunks onto the tick thread. The prefferred way of saving chunks from external sources */
|
|
void QueueSaveAllChunks(void); // tolua_export
|
|
|
|
/** Queues a task onto the tick thread. The task object will be deleted once the task is finished */
|
|
void QueueTask(cTaskPtr a_Task); // Exported in ManualBindings.cpp
|
|
|
|
/** Queues a task onto the tick thread, with the specified delay. */
|
|
void ScheduleTask(int a_DelayTicks, cTaskPtr a_Task);
|
|
|
|
/** Returns the number of chunks loaded */
|
|
int GetNumChunks() const; // tolua_export
|
|
|
|
/** Returns the number of chunks loaded and dirty, and in the lighting queue */
|
|
void GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue);
|
|
|
|
// Various queues length queries (cannot be const, they lock their CS):
|
|
inline int GetGeneratorQueueLength (void) { return m_Generator.GetQueueLength(); } // tolua_export
|
|
inline size_t GetLightingQueueLength (void) { return m_Lighting.GetQueueLength(); } // tolua_export
|
|
inline size_t GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
|
|
inline size_t GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
|
|
|
|
cLightingThread & GetLightingThread(void) { return m_Lighting; }
|
|
|
|
void InitializeSpawn(void);
|
|
|
|
/** Starts threads that belong to this world */
|
|
void Start(void);
|
|
|
|
/** Stops threads that belong to this world (part of deinit) */
|
|
void Stop(void);
|
|
|
|
/** Processes the blocks queued for ticking with a delay (m_BlockTickQueue[]) */
|
|
void TickQueuedBlocks(void);
|
|
|
|
struct BlockTickQueueItem
|
|
{
|
|
int X;
|
|
int Y;
|
|
int Z;
|
|
int TicksToWait;
|
|
};
|
|
|
|
/** Queues the block to be ticked after the specified number of game ticks */
|
|
void QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, int a_TicksToWait); // tolua_export
|
|
|
|
// tolua_begin
|
|
/** Casts a thunderbolt at the specified coords */
|
|
void CastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/** Sets the specified weather; resets weather interval; asks and notifies plugins of the change */
|
|
void SetWeather(eWeather a_NewWeather);
|
|
|
|
/** Forces a weather change in the next game tick */
|
|
void ChangeWeather(void);
|
|
|
|
/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
|
|
eWeather GetWeather(void) const { return m_Weather; }
|
|
|
|
/** Returns true if the current weather is sun */
|
|
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
|
|
|
|
/** Returns true if it is sunny at the specified location. This takes into account biomes. */
|
|
bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ)
|
|
{
|
|
return (IsWeatherSunny() || IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
|
|
}
|
|
|
|
/** Returns true if the current weather is rain */
|
|
bool IsWeatherRain(void) const { return (m_Weather == wRain); }
|
|
|
|
/** Returns true if it is raining at the specified location. This takes into account biomes. */
|
|
bool IsWeatherRainAt(int a_BlockX, int a_BlockZ)
|
|
{
|
|
return (IsWeatherRain() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
|
|
}
|
|
|
|
/** Returns true if the current weather is stormy */
|
|
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
|
|
|
|
/** Returns true if the weather is stormy at the specified location. This takes into account biomes. */
|
|
bool IsWeatherStormAt(int a_BlockX, int a_BlockZ)
|
|
{
|
|
return (IsWeatherStorm() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
|
|
}
|
|
|
|
/** Returns true if the current weather has any precipitation - rain, storm or snow */
|
|
bool IsWeatherWet(void) const { return !IsWeatherSunny(); }
|
|
|
|
/** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
|
|
virtual bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) override
|
|
{
|
|
return (IsWeatherWet() && !IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)));
|
|
}
|
|
|
|
// tolua_end
|
|
|
|
cChunkGenerator & GetGenerator(void) { return m_Generator; }
|
|
cWorldStorage & GetStorage (void) { return m_Storage; }
|
|
cChunkMap * GetChunkMap (void) { return m_ChunkMap.get(); }
|
|
|
|
/** Sets the blockticking to start at the specified block. Only one blocktick per chunk may be set, second call overwrites the first call */
|
|
void SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
|
|
|
|
int GetMaxSugarcaneHeight(void) const { return m_MaxSugarcaneHeight; } // tolua_export
|
|
int GetMaxCactusHeight (void) const { return m_MaxCactusHeight; } // tolua_export
|
|
|
|
bool IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
|
|
|
|
/** Spawns a mob of the specified type. Returns the mob's UniqueID if recognized and spawned, cEntity::INVALID_ID otherwise */
|
|
virtual UInt32 SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType) override; // tolua_export
|
|
|
|
UInt32 SpawnMobFinalize(cMonster * a_Monster);
|
|
|
|
/** Creates a projectile of the specified type. Returns the projectile's UniqueID if successful, cEntity::INVALID_ID otherwise
|
|
Item parameter is currently used for Fireworks to correctly set entity metadata based on item metadata. */
|
|
UInt32 CreateProjectile(double a_PosX, double a_PosY, double a_PosZ, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const cItem * a_Item, const Vector3d * a_Speed = nullptr); // tolua_export
|
|
|
|
/** Returns a random number from the m_TickRand in range [0 .. a_Range]. To be used only in the tick thread! */
|
|
int GetTickRandomNumber(int a_Range) { return static_cast<int>(m_TickRand.randInt(a_Range)); }
|
|
|
|
/** Appends all usernames starting with a_Text (case-insensitive) into Results */
|
|
void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
|
|
|
|
/** Get the current darkness level based on the time */
|
|
NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; }
|
|
|
|
/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk.
|
|
If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of
|
|
whether it has any clients or not.
|
|
This function allows nesting and task-concurrency (multiple separate tasks can request ticking and as long
|
|
as at least one requests is active the chunk will be ticked). */
|
|
void SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked = true); // tolua_export
|
|
|
|
cBroadcaster GetBroadcaster();
|
|
|
|
private:
|
|
|
|
friend class cRoot;
|
|
|
|
class cTickThread :
|
|
public cIsThread
|
|
{
|
|
typedef cIsThread super;
|
|
public:
|
|
cTickThread(cWorld & a_World);
|
|
|
|
protected:
|
|
cWorld & m_World;
|
|
|
|
// cIsThread overrides:
|
|
virtual void Execute(void) override;
|
|
} ;
|
|
|
|
|
|
/** Implementation of the callbacks that the ChunkGenerator uses to store new chunks and interface to plugins */
|
|
class cChunkGeneratorCallbacks :
|
|
public cChunkGenerator::cChunkSink,
|
|
public cChunkGenerator::cPluginInterface
|
|
{
|
|
cWorld * m_World;
|
|
|
|
// cChunkSink overrides:
|
|
virtual void OnChunkGenerated (cChunkDesc & a_ChunkDesc) override;
|
|
virtual bool IsChunkValid (int a_ChunkX, int a_ChunkZ) override;
|
|
virtual bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) override;
|
|
virtual bool IsChunkQueued (int a_ChunkX, int a_ChunkZ) override;
|
|
|
|
// cPluginInterface overrides:
|
|
virtual void CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) override;
|
|
virtual void CallHookChunkGenerated (cChunkDesc & a_ChunkDesc) override;
|
|
|
|
public:
|
|
cChunkGeneratorCallbacks(cWorld & a_World);
|
|
} ;
|
|
|
|
|
|
/** A container for tasks that have been scheduled for a specific game tick */
|
|
class cScheduledTask
|
|
{
|
|
public:
|
|
Int64 m_TargetTick;
|
|
cTaskPtr m_Task;
|
|
|
|
/** Creates a new scheduled task; takes ownership of the task object passed to it. */
|
|
cScheduledTask(Int64 a_TargetTick, cTaskPtr a_Task) :
|
|
m_TargetTick(a_TargetTick),
|
|
m_Task(a_Task)
|
|
{
|
|
}
|
|
|
|
virtual ~cScheduledTask() {}
|
|
};
|
|
|
|
typedef std::unique_ptr<cScheduledTask> cScheduledTaskPtr;
|
|
typedef std::list<cScheduledTaskPtr> cScheduledTasks;
|
|
|
|
|
|
AString m_WorldName;
|
|
|
|
/** The name of the overworld that portals in this world should link to.
|
|
Only has effect if this world is a Nether or End world. */
|
|
AString m_LinkedOverworldName;
|
|
|
|
AString m_IniFileName;
|
|
|
|
/** Name of the storage schema used to load and save chunks */
|
|
AString m_StorageSchema;
|
|
|
|
int m_StorageCompressionFactor;
|
|
|
|
/** The dimension of the world, used by the client to provide correct lighting scheme */
|
|
eDimension m_Dimension;
|
|
|
|
/** This random generator is to be used only in the Tick() method, and thus only in the World-Tick-thread (MTRand is not exactly thread-safe) */
|
|
MTRand m_TickRand;
|
|
|
|
bool m_IsSpawnExplicitlySet;
|
|
double m_SpawnX;
|
|
double m_SpawnY;
|
|
double m_SpawnZ;
|
|
|
|
bool m_BroadcastDeathMessages;
|
|
bool m_BroadcastAchievementMessages;
|
|
|
|
bool m_IsDaylightCycleEnabled;
|
|
// std::chrono::milliseconds is guaranteed to be good for 292 years by the standard.
|
|
std::chrono::milliseconds m_WorldAge;
|
|
std::chrono::milliseconds m_TimeOfDay;
|
|
cTickTimeLong m_LastTimeUpdate; // The tick in which the last time update has been sent.
|
|
cTickTimeLong m_LastUnload; // The last WorldAge (in ticks) in which unloading was triggerred
|
|
cTickTimeLong m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
|
|
std::map<cMonster::eFamily, cTickTimeLong> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed)
|
|
|
|
NIBBLETYPE m_SkyDarkness;
|
|
|
|
eGameMode m_GameMode;
|
|
bool m_bEnabledPVP;
|
|
bool m_IsDeepSnowEnabled;
|
|
bool m_ShouldLavaSpawnFire;
|
|
bool m_VillagersShouldHarvestCrops;
|
|
|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueue;
|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueueCopy; // Second is for safely removing the objects from the queue
|
|
|
|
std::unique_ptr<cSimulatorManager> m_SimulatorManager;
|
|
std::unique_ptr<cSandSimulator> m_SandSimulator;
|
|
cFluidSimulator * m_WaterSimulator;
|
|
cFluidSimulator * m_LavaSimulator;
|
|
std::unique_ptr<cFireSimulator> m_FireSimulator;
|
|
cRedstoneSimulator * m_RedstoneSimulator;
|
|
|
|
cCriticalSection m_CSPlayers;
|
|
cPlayerList m_Players;
|
|
|
|
cWorldStorage m_Storage;
|
|
|
|
unsigned int m_MaxPlayers;
|
|
|
|
std::unique_ptr<cChunkMap> m_ChunkMap;
|
|
|
|
bool m_bAnimals;
|
|
std::set<eMonsterType> m_AllowedMobs;
|
|
|
|
eWeather m_Weather;
|
|
int m_WeatherInterval;
|
|
|
|
int m_MaxCactusHeight;
|
|
int m_MaxSugarcaneHeight;
|
|
bool m_IsCactusBonemealable;
|
|
bool m_IsCarrotsBonemealable;
|
|
bool m_IsCropsBonemealable;
|
|
bool m_IsGrassBonemealable;
|
|
bool m_IsMelonStemBonemealable;
|
|
bool m_IsMelonBonemealable;
|
|
bool m_IsPotatoesBonemealable;
|
|
bool m_IsPumpkinStemBonemealable;
|
|
bool m_IsPumpkinBonemealable;
|
|
bool m_IsSaplingBonemealable;
|
|
bool m_IsSugarcaneBonemealable;
|
|
|
|
/** Whether command blocks are enabled or not */
|
|
bool m_bCommandBlocksEnabled;
|
|
|
|
/** Whether prefixes such as [INFO] are prepended to SendMessageXXX() / BroadcastChatXXX() functions */
|
|
bool m_bUseChatPrefixes;
|
|
|
|
/** The level of DoExplosionAt() projecting random affected blocks as FallingBlock entities
|
|
See the eShrapnelLevel enumeration for details
|
|
*/
|
|
eShrapnelLevel m_TNTShrapnelLevel;
|
|
|
|
/** The maximum view distance that a player can have in this world. */
|
|
int m_MaxViewDistance;
|
|
|
|
/** Name of the nether world - where Nether portals should teleport.
|
|
Only used when this world is an Overworld. */
|
|
AString m_LinkedNetherWorldName;
|
|
|
|
/** Name of the End world - where End portals should teleport.
|
|
Only used when this world is an Overworld. */
|
|
AString m_LinkedEndWorldName;
|
|
|
|
|
|
cChunkGenerator m_Generator;
|
|
|
|
cScoreboard m_Scoreboard;
|
|
cMapManager m_MapManager;
|
|
|
|
/** The callbacks that the ChunkGenerator uses to store new chunks and interface to plugins */
|
|
cChunkGeneratorCallbacks m_GeneratorCallbacks;
|
|
|
|
cChunkSender m_ChunkSender;
|
|
cLightingThread m_Lighting;
|
|
cTickThread m_TickThread;
|
|
|
|
/** Guards the m_Tasks */
|
|
cCriticalSection m_CSTasks;
|
|
|
|
/** Tasks that have been queued onto the tick thread; guarded by m_CSTasks */
|
|
cTasks m_Tasks;
|
|
|
|
/** Guards the m_ScheduledTasks */
|
|
cCriticalSection m_CSScheduledTasks;
|
|
|
|
/** Tasks that have been queued to be executed on the tick thread at target tick in the future.
|
|
Ordered by increasing m_TargetTick.
|
|
Guarded by m_CSScheduledTasks */
|
|
cScheduledTasks m_ScheduledTasks;
|
|
|
|
/** Guards m_Clients */
|
|
cCriticalSection m_CSClients;
|
|
|
|
/** List of clients in this world, these will be ticked by this world */
|
|
cClientHandlePtrs m_Clients;
|
|
|
|
/** Clients that are scheduled for removal (ticked in another world), waiting for TickClients() to remove them */
|
|
cClientHandles m_ClientsToRemove;
|
|
|
|
/** Clients that are scheduled for adding, waiting for TickClients to add them */
|
|
cClientHandlePtrs m_ClientsToAdd;
|
|
|
|
/** Guards m_EntitiesToAdd */
|
|
cCriticalSection m_CSEntitiesToAdd;
|
|
|
|
/** List of entities that are scheduled for adding, waiting for the Tick thread to add them. */
|
|
cEntityList m_EntitiesToAdd;
|
|
|
|
/** Guards m_PlayersToAdd */
|
|
cCriticalSection m_CSPlayersToAdd;
|
|
|
|
/** List of players that are scheduled for adding, waiting for the Tick thread to add them. */
|
|
cPlayerList m_PlayersToAdd;
|
|
|
|
/** CS protecting m_SetChunkDataQueue. */
|
|
cCriticalSection m_CSSetChunkDataQueue;
|
|
|
|
/** Queue for the chunk data to be set into m_ChunkMap by the tick thread. Protected by m_CSSetChunkDataQueue */
|
|
cSetChunkDataPtrs m_SetChunkDataQueue;
|
|
|
|
|
|
cWorld(const AString & a_WorldName, eDimension a_Dimension = dimOverworld, const AString & a_LinkedOverworldName = "");
|
|
virtual ~cWorld();
|
|
|
|
void Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_LastTickDurationMSec);
|
|
|
|
/** Handles the weather in each tick */
|
|
void TickWeather(float a_Dt);
|
|
|
|
/** Handles the mob spawning / moving / destroying each tick */
|
|
void TickMobs(std::chrono::milliseconds a_Dt);
|
|
|
|
/** Executes all tasks queued onto the tick thread */
|
|
void TickQueuedTasks(void);
|
|
|
|
/** Executes all tasks queued onto the tick thread */
|
|
void TickScheduledTasks(void);
|
|
|
|
/** Ticks all clients that are in this world */
|
|
void TickClients(float a_Dt);
|
|
|
|
/** Unloads all chunks immediately.*/
|
|
void UnloadUnusedChunks(void);
|
|
|
|
void UpdateSkyDarkness(void);
|
|
|
|
/** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */
|
|
void GenerateRandomSpawn(void);
|
|
|
|
/** Check if player starting point is acceptable **/
|
|
bool CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ);
|
|
|
|
/** Chooses a reasonable transition from the current weather to a new weather **/
|
|
eWeather ChooseNewWeather(void);
|
|
|
|
/** Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) */
|
|
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
|
|
|
/** Creates a new redstone simulator.*/
|
|
cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile);
|
|
|
|
/** Adds the players queued in the m_PlayersToAdd queue into the m_Players list.
|
|
Assumes it is called from the Tick thread. */
|
|
void AddQueuedPlayers(void);
|
|
|
|
/** Sets generator values to dimension specific defaults, if those values do not exist */
|
|
void InitialiseGeneratorDefaults(cIniFile & a_IniFile);
|
|
|
|
/** Sets mob spawning values if nonexistant to their dimension specific defaults */
|
|
void InitialiseAndLoadMobSpawningValues(cIniFile & a_IniFile);
|
|
|
|
/** Sets the specified chunk data into the chunkmap. Called in the tick thread.
|
|
Modifies the a_SetChunkData - moves the entities contained in it into the chunk. */
|
|
void SetChunkData(cSetChunkData & a_SetChunkData);
|
|
|
|
}; // tolua_export
|
|
|
|
|
|
|
|
|