6ddc03db09
cWorld:DigBlock in lua api
1376 lines
70 KiB
C++
1376 lines
70 KiB
C++
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#pragma once
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#define MAX_PLAYERS 65535
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#include <functional>
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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 "ChunkGeneratorThread.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 "IniFile.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 "Entities/Boat.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 "EffectID.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 std::shared_ptr<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 cChunkGenerator; // The thread responsible for generating chunks
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class cBeaconEntity;
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class cBrewingstandEntity;
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class cChestEntity;
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class cCuboid;
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class cDispenserEntity;
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class cFlowerPotEntity;
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class cFurnaceEntity;
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class cHopperEntity;
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class cNoteEntity;
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class cMobHeadEntity;
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class cCompositeChat;
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class cSetChunkData;
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class cDeadlockDetect;
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class cUUID;
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typedef std::list< cPlayer * > cPlayerList;
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typedef std::list< std::pair< std::unique_ptr<cPlayer>, cWorld * > > cAwaitingPlayerList;
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typedef std::unique_ptr<cSetChunkData> cSetChunkDataPtr;
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typedef std::vector<cSetChunkDataPtr> cSetChunkDataPtrs;
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class cWorld // tolua_export
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final:
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public cForEachChunkProvider,
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public cWorldInterface,
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public cBroadcastInterface
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// tolua_begin
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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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using Super = cCSLock;
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public:
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cLock(cWorld & a_World);
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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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/** Construct the world and read settings from its ini file.
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@param a_DeadlockDetect is used for tracking this world's age, detecting a possible deadlock.
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@param a_WorldNames is a list of all world names, used to validate linked worlds
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*/
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cWorld(
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const AString & a_WorldName, const AString & a_DataPath,
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cDeadlockDetect & a_DeadlockDetect, const AStringVector & a_WorldNames,
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eDimension a_Dimension = dimOverworld, const AString & a_LinkedOverworldName = {}
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);
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virtual ~cWorld() override;
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// tolua_begin
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/** Get whether saving chunks is enabled */
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bool IsSavingEnabled(void) const { return m_IsSavingEnabled; }
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/** Set whether saving chunks is enabled */
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void SetSavingEnabled(bool a_IsSavingEnabled) { m_IsSavingEnabled = a_IsSavingEnabled; }
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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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// Implemented in Broadcaster.cpp
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// (Please keep these alpha-sorted)
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virtual void BroadcastAttachEntity (const cEntity & a_Entity, const cEntity & a_Vehicle) override;
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virtual void BroadcastBlockAction (Vector3i a_BlockPos, Byte a_Byte1, Byte a_Byte2, BLOCKTYPE a_BlockType, const cClientHandle * a_Exclude = nullptr) override; // Exported in ManualBindings_World.cpp
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virtual void BroadcastBlockBreakAnimation(UInt32 a_EntityID, Vector3i a_BlockPos, Int8 a_Stage, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastBlockEntity (Vector3i a_BlockPos, const cClientHandle * a_Exclude = nullptr) override; ///< 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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virtual void BroadcastChat (const AString & a_Message, const cClientHandle * a_Exclude = nullptr, eMessageType a_ChatPrefix = mtCustom) override;
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virtual void BroadcastChatInfo (const AString & a_Message, const cClientHandle * a_Exclude = nullptr) override { BroadcastChat(a_Message, a_Exclude, mtInformation); }
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virtual void BroadcastChatFailure(const AString & a_Message, const cClientHandle * a_Exclude = nullptr) override { BroadcastChat(a_Message, a_Exclude, mtFailure); }
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virtual void BroadcastChatSuccess(const AString & a_Message, const cClientHandle * a_Exclude = nullptr) override { BroadcastChat(a_Message, a_Exclude, mtSuccess); }
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virtual void BroadcastChatWarning(const AString & a_Message, const cClientHandle * a_Exclude = nullptr) override { BroadcastChat(a_Message, a_Exclude, mtWarning); }
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virtual void BroadcastChatFatal (const AString & a_Message, const cClientHandle * a_Exclude = nullptr) override { BroadcastChat(a_Message, a_Exclude, mtFailure); }
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virtual void BroadcastChatDeath (const AString & a_Message, const cClientHandle * a_Exclude = nullptr) override { BroadcastChat(a_Message, a_Exclude, mtDeath); }
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virtual void BroadcastChat (const cCompositeChat & a_Message, const cClientHandle * a_Exclude = nullptr) override;
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// tolua_end
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virtual void BroadcastCollectEntity (const cEntity & a_Collected, const cEntity & a_Collector, unsigned a_Count, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastDestroyEntity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastDetachEntity (const cEntity & a_Entity, const cEntity & a_PreviousVehicle) override;
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virtual void BroadcastEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, int a_Duration, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityHeadLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityLook (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityMetadata (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityPosition (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityStatus (const cEntity & a_Entity, Int8 a_Status, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastEntityAnimation (const cEntity & a_Entity, Int8 a_Animation, const cClientHandle * a_Exclude = nullptr) override; // tolua_export
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virtual void BroadcastLeashEntity (const cEntity & a_Entity, const cEntity & a_EntityLeashedTo) override;
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virtual void BroadcastParticleEffect (const AString & a_ParticleName, Vector3f a_Src, Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, const cClientHandle * a_Exclude = nullptr) override; // Exported in ManualBindings_World.cpp
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virtual void BroadcastParticleEffect (const AString & a_ParticleName, Vector3f a_Src, Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, std::array<int, 2> a_Data, const cClientHandle * a_Exclude = nullptr) override; // Exported in ManualBindings_World.cpp
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virtual void BroadcastPlayerListAddPlayer (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastPlayerListRemovePlayer (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastPlayerListUpdateGameMode (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastPlayerListUpdatePing (const cPlayer & a_Player, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode) override;
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virtual void BroadcastScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode) override;
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virtual void BroadcastDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display) override;
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virtual void BroadcastSoundEffect (const AString & a_SoundName, Vector3d a_Position, float a_Volume, float a_Pitch, const cClientHandle * a_Exclude = nullptr) override; // Exported in ManualBindings_World.cpp
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virtual void BroadcastSoundParticleEffect (const EffectID a_EffectID, Vector3i a_SrcPos, int a_Data, const cClientHandle * a_Exclude = nullptr) override; // Exported in ManualBindings_World.cpp
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virtual void BroadcastSpawnEntity (cEntity & a_Entity, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastThunderbolt (Vector3i a_BlockPos, const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastTimeUpdate (const cClientHandle * a_Exclude = nullptr) override;
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virtual void BroadcastUnleashEntity (const cEntity & a_Entity) override;
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virtual void BroadcastUseBed (const cEntity & a_Entity, Vector3i a_BlockPos) override;
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virtual void BroadcastWeather (eWeather a_Weather, const cClientHandle * a_Exclude = nullptr) override;
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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 MarkChunkDirty (int a_ChunkX, int a_ChunkZ);
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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(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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/** Calls the callback with the chunk's data, if available (with ChunkCS locked).
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Returns true if the chunk was reported successfully, false if not (chunk not present or callback failed). */
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bool GetChunkData(cChunkCoords a_Coords, cChunkDataCallback & a_Callback) const;
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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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If a_OldWorld is provided, a corresponding ENTITY_CHANGED_WORLD event is triggerred after the addition. */
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void AddPlayer(std::unique_ptr<cPlayer> a_Player, cWorld * a_OldWorld = nullptr);
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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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@return An owning reference to the given player. */
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std::unique_ptr<cPlayer> RemovePlayer(cPlayer & a_Player);
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#ifdef _DEBUG
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bool IsPlayerReferencedInWorldOrChunk(cPlayer & a_Player);
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#endif
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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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/** Calls the callback for nearest player for given position, Returns false if player not found, otherwise returns the same value as the callback */
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bool DoWithNearestPlayer(Vector3d a_Pos, double a_RangeLimit, cPlayerListCallback a_Callback, bool a_CheckLineOfSight = true, bool a_IgnoreSpectator = true);
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/** Finds the player over his uuid and calls the callback */
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bool DoWithPlayerByUUID(const cUUID & 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(OwnedEntity 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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/** Removes the entity from the world.
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Returns an owning reference to the found entity. */
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OwnedEntity RemoveEntity(cEntity & a_Entity);
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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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virtual bool ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback) override; // 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::Priority 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::Priority 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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/** 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. */
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bool SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command); // tolua_export
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/** Is the trapdoor open? Returns false if there is no trapdoor at the specified coords. */
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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;
|
|
|
|
/** Calls the callback for each loaded chunk. Returns true if all chunks have been processed successfully */
|
|
bool ForEachLoadedChunk(cFunctionRef<bool(int, int)> a_Callback);
|
|
|
|
// tolua_begin
|
|
|
|
/** Sets the block at the specified coords to the specified value.
|
|
Full processing, incl. updating neighbors, is performed. */
|
|
void SetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
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)
|
|
{
|
|
return SetBlock({a_BlockX, a_BlockY, a_BlockZ}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** Sets the block at the specified coords to the specified value.
|
|
The replacement doesn't trigger block updates, nor wake up simulators.
|
|
The replaced blocks aren't checked for block entities (block entity is leaked if it exists at this block) */
|
|
void FastSetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
|
{
|
|
m_ChunkMap->FastSetBlock(a_BlockPos, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Sets the block at the specified coords to the specified value.
|
|
The replacement doesn't trigger block updates, nor wake up simulators.
|
|
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)
|
|
{
|
|
return FastSetBlock({a_BlockX, a_BlockY, a_BlockZ}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** Returns the block type at the specified position.
|
|
Returns 0 if the chunk is not valid. */
|
|
BLOCKTYPE GetBlock(Vector3i a_BlockPos)
|
|
{
|
|
return m_ChunkMap->GetBlock(a_BlockPos);
|
|
}
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Returns the block type at the specified position.
|
|
Returns 0 if the chunk is not valid. */
|
|
BLOCKTYPE GetBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
return m_ChunkMap->GetBlock({a_BlockX, a_BlockY, a_BlockZ});
|
|
}
|
|
|
|
/** Returns the block meta at the specified position.
|
|
Returns 0 if the chunk is not valid. */
|
|
NIBBLETYPE GetBlockMeta(Vector3i a_BlockPos)
|
|
{
|
|
return m_ChunkMap->GetBlockMeta(a_BlockPos);
|
|
}
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Returns the block meta at the specified position.
|
|
Returns 0 if the chunk is not valid. */
|
|
NIBBLETYPE GetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
return m_ChunkMap->GetBlockMeta({a_BlockX, a_BlockY, a_BlockZ});
|
|
}
|
|
|
|
/** Sets the meta for the specified block, while keeping the blocktype.
|
|
Ignored if the chunk is invalid. */
|
|
void SetBlockMeta(Vector3i a_BlockPos, NIBBLETYPE a_MetaData);
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Sets the meta for the specified block, while keeping the blocktype.
|
|
Ignored if the chunk is invalid. */
|
|
void SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_MetaData)
|
|
{
|
|
return SetBlockMeta({a_BlockX, a_BlockY, a_BlockZ}, a_MetaData);
|
|
}
|
|
|
|
/** Returns the sky light value at the specified block position.
|
|
The sky light is "raw" - not affected by time-of-day.
|
|
Returns 0 if chunk not valid. */
|
|
NIBBLETYPE GetBlockSkyLight(Vector3i a_BlockPos);
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Returns the sky light value at the specified block position.
|
|
The sky light is "raw" - not affected by time-of-day.
|
|
Returns 0 if chunk not valid. */
|
|
NIBBLETYPE GetBlockSkyLight(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
return GetBlockSkyLight({a_BlockX, a_BlockY, a_BlockZ});
|
|
}
|
|
|
|
/** Returns the block-light value at the specified block position.
|
|
Returns 0 if chunk not valid. */
|
|
NIBBLETYPE GetBlockBlockLight(Vector3i a_BlockPos);
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Returns the block-light value at the specified block position.
|
|
Returns 0 if chunk not valid. */
|
|
NIBBLETYPE GetBlockBlockLight(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
return GetBlockBlockLight({a_BlockX, a_BlockY, a_BlockZ});
|
|
}
|
|
|
|
// tolua_end
|
|
|
|
/** Retrieves the block type and meta at the specified coords.
|
|
Stores the result into a_BlockType and a_BlockMeta.
|
|
Returns true if successful, false if chunk not present.
|
|
TODO: Export in ManualBindings_World.cpp. */
|
|
bool GetBlockTypeMeta(Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
|
|
|
|
/** OBSOLETE, use the Vector3i-based overload instead.
|
|
Retrieves the block type and meta at the specified coords.
|
|
Stores the result into a_BlockType and a_BlockMeta.
|
|
Returns true if successful, false if chunk not present.
|
|
Exported in ManualBindings_World.cpp. */
|
|
bool GetBlockTypeMeta(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
|
|
{
|
|
return GetBlockTypeMeta({a_BlockX, a_BlockY, a_BlockZ}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** Queries the whole block specification from the world.
|
|
Returns true if all block info was retrieved successfully, false if not (invalid chunk / bad position).
|
|
Exported in ManualBindings_World.cpp. */
|
|
bool GetBlockInfo(Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
|
|
|
|
/** Queries the whole block specification from the world.
|
|
Returns true if all block info was retrieved successfully, false if not (invalid chunk / bad position).
|
|
Exported in ManualBindings_World.cpp. */
|
|
bool GetBlockInfo(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
|
|
{
|
|
return GetBlockInfo({a_BlockX, a_BlockY, a_BlockZ}, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
|
|
}
|
|
|
|
// TODO: NIBBLETYPE GetBlockActualLight(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/** 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.
|
|
Doesn't wake up simulators, use WakeUpSimulatorsInArea() for that. */
|
|
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.
|
|
The initial position of the pickups is at the center of the specified block, with a small random offset.
|
|
May compress pickups if too many entities. */
|
|
void SpawnItemPickups(const cItems & a_Pickups, Vector3i a_BlockPos, double a_FlyAwaySpeed = 1.0, bool a_IsPlayerCreated = false);
|
|
|
|
/** Spawns item pickups for each item in the list.
|
|
May compress pickups if too many entities. */
|
|
void SpawnItemPickups(const cItems & a_Pickups, Vector3d a_Pos, double a_FlyAwaySpeed = 1.0, bool a_IsPlayerCreated = false);
|
|
|
|
/** OBSOLETE, use the Vector3d-based overload instead.
|
|
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 a_IsPlayerCreated = false) override
|
|
{
|
|
return SpawnItemPickups(a_Pickups, Vector3d{a_BlockX, a_BlockY, a_BlockZ}, a_FlyAwaySpeed, a_IsPlayerCreated);
|
|
}
|
|
|
|
/** Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified. */
|
|
void SpawnItemPickups(const cItems & a_Pickups, Vector3d a_Pos, Vector3d a_Speed, bool a_IsPlayerCreated = false);
|
|
|
|
/** OBSOLETE, use the Vector3d-based overload instead.
|
|
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 a_IsPlayerCreated = false) override
|
|
{
|
|
return SpawnItemPickups(a_Pickups, {a_BlockX, a_BlockY, a_BlockZ}, {a_SpeedX, a_SpeedY, a_SpeedZ}, a_IsPlayerCreated);
|
|
}
|
|
|
|
/** Spawns a single pickup containing the specified item. */
|
|
UInt32 SpawnItemPickup(Vector3d a_Pos, const cItem & a_Item, Vector3f a_Speed, int a_LifetimeTicks = 6000, bool a_CanCombine = true);
|
|
|
|
/** OBSOLETE, use the Vector3d-based overload instead.
|
|
Spawns a single pickup containing the specified item. */
|
|
virtual UInt32 SpawnItemPickup(double a_PosX, double a_PosY, double a_PosZ, const cItem & a_Item, float a_SpeedX = 0.f, float a_SpeedY = 0.f, float a_SpeedZ = 0.f, int a_LifetimeTicks = 6000, bool a_CanCombine = true) override
|
|
{
|
|
return SpawnItemPickup({a_PosX, a_PosY, a_PosZ}, a_Item, {a_SpeedX, a_SpeedY, a_SpeedZ}, a_LifetimeTicks, a_CanCombine);
|
|
}
|
|
|
|
/** 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(Vector3d a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
|
|
|
|
/** 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(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
|
|
{
|
|
// When creating from a block position (Vector3i), move the spawn point to the middle of the block by adding (0.5, 0, 0.5)
|
|
return SpawnFallingBlock(Vector3d(0.5, 0, 0.5) + a_BlockPos, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
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 a_BlockType, NIBBLETYPE a_BlockMeta)
|
|
{
|
|
return SpawnFallingBlock(Vector3i{a_X, a_Y, a_Z}, a_BlockType, a_BlockMeta);
|
|
}
|
|
|
|
/** Spawns an minecart at the given coordinates.
|
|
Returns the UniqueID of the spawned minecart, or cEntity::INVALID_ID on failure. */
|
|
UInt32 SpawnMinecart(Vector3d a_Pos, int a_MinecartType, const cItem & a_Content = cItem(), int a_BlockHeight = 1);
|
|
|
|
/** OBSOLETE, use the Vector3d-based overload instead.
|
|
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)
|
|
{
|
|
return SpawnMinecart({a_X, a_Y, a_Z}, a_MinecartType, a_Content, a_BlockHeight);
|
|
}
|
|
|
|
// DEPRECATED, use the vector-parametered version instead.
|
|
UInt32 SpawnBoat(double a_X, double a_Y, double a_Z, cBoat::eMaterial a_Material)
|
|
{
|
|
LOGWARNING("cWorld::SpawnBoat(double, double, double) is deprecated, use cWorld::SpawnBoat(Vector3d) instead.");
|
|
return SpawnBoat({a_X, a_Y, a_Z}, a_Material);
|
|
}
|
|
|
|
/** Spawns a boat at the given coordinates.
|
|
Returns the UniqueID of the spawned boat, or cEntity::INVALID_ID on failure. */
|
|
UInt32 SpawnBoat(Vector3d a_Pos, cBoat::eMaterial a_Material);
|
|
|
|
/** 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. */
|
|
UInt32 SpawnExperienceOrb(Vector3d a_Pos, int a_Reward);
|
|
|
|
/** OBSOLETE, use the Vector3d-based overload instead.
|
|
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
|
|
{
|
|
return SpawnExperienceOrb({a_X, a_Y, a_Z}, a_Reward);
|
|
}
|
|
|
|
// tolua_end
|
|
|
|
/** Spawns experience orbs of the specified total value at the given location. The orbs' values are split according to regular Minecraft rules.
|
|
Returns an vector of UniqueID of all the orbs. */
|
|
virtual std::vector<UInt32> SpawnSplitExperienceOrbs(Vector3d a_Pos, int a_Reward) override; // Exported in ManualBindings_World.cpp
|
|
|
|
/** OBSOLETE, use the Vector3d-based overload instead.
|
|
Spawns experience orbs of the specified total value at the given location. The orbs' values are split according to regular Minecraft rules.
|
|
Returns an vector of UniqueID of all the orbs. */
|
|
std::vector<UInt32> SpawnSplitExperienceOrbs(double a_X, double a_Y, double a_Z, int a_Reward)
|
|
{
|
|
return SpawnSplitExperienceOrbs({a_X, a_Y, a_Z}, a_Reward);
|
|
}
|
|
|
|
// tolua_begin
|
|
|
|
// DEPRECATED, use the vector-parametered version instead.
|
|
UInt32 SpawnPrimedTNT(double a_X, double a_Y, double a_Z, int a_FuseTimeInSec = 80, double a_InitialVelocityCoeff = 1, bool a_ShouldPlayFuseSound = true)
|
|
{
|
|
LOGWARNING("cWorld::SpawnPrimedTNT(double, double, double) is deprecated, use cWorld::SpawnPrimedTNT(Vector3d) instead.");
|
|
return SpawnPrimedTNT({a_X, a_Y, a_Z}, a_FuseTimeInSec, a_InitialVelocityCoeff, a_ShouldPlayFuseSound);
|
|
}
|
|
|
|
/** 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(Vector3d a_Pos, int a_FuseTimeInSec = 80, double a_InitialVelocityCoeff = 1, bool a_ShouldPlayFuseSound = true);
|
|
|
|
// tolua_end
|
|
|
|
/** Replaces the specified block with another, and calls the OnPlaced block handler.
|
|
Callers MUST ensure the replaced block was destroyed or can handle replacement correctly. Wakes up the simulators.
|
|
If the chunk for any of the blocks is not loaded, the set operation is ignored silently. */
|
|
void PlaceBlock(const Vector3i a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta);
|
|
|
|
/** 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
|
|
|
|
/** Replaces the specified block with air, and calls the OnBroken block handler.
|
|
Wakes up the simulators. Doesn't produce pickups, use DropBlockAsPickups() for that instead.
|
|
Returns true on success, false if the chunk is not loaded. */
|
|
bool DigBlock(Vector3i a_BlockPos, const cEntity * a_Digger = nullptr);
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Replaces the specified block with air, and calls the apropriate block handlers (OnBreaking(), OnBroken()).
|
|
Wakes up the simulators.
|
|
Doesn't produce pickups, use DropBlockAsPickups() for that instead.
|
|
Returns true on success, false if the chunk is not loaded. */
|
|
bool DigBlock(int a_X, int a_Y, int a_Z, cEntity * a_Digger = nullptr)
|
|
{
|
|
return DigBlock({a_X, a_Y, a_Z}, a_Digger);
|
|
}
|
|
|
|
/** Digs the specified block, and spawns the appropriate pickups for it.
|
|
a_Digger is an optional entity causing the digging, usually the player.
|
|
a_Tool is an optional item used to dig up the block, used by the handlers (empty hand vs shears produce different pickups from leaves).
|
|
An empty hand is assumed if a_Tool is nullptr.
|
|
Returns true on success, false if the chunk is not loaded. */
|
|
bool DropBlockAsPickups(Vector3i a_BlockPos, const cEntity * a_Digger = nullptr, const cItem * a_Tool = nullptr);
|
|
|
|
/** Returns all the pickups that would result if the a_Digger dug up the block at a_BlockPos using a_Tool
|
|
a_Digger is usually a player, but can be nullptr for natural causes.
|
|
a_Tool is an optional item used to dig up the block, used by the handlers (empty hand vs shears produce different pickups from leaves).
|
|
An empty hand is assumed if a_Tool is nullptr.
|
|
Returns an empty cItems object if the chunk is not present. */
|
|
cItems PickupsFromBlock(Vector3i a_BlockPos, const cEntity * a_Digger = nullptr, const cItem * a_Tool = nullptr);
|
|
|
|
virtual void SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer & a_Player) override;
|
|
|
|
/** Sends the block at the specified coords to the player.
|
|
Used mainly when plugins disable block-placing or block-breaking, to restore the previous block. */
|
|
void SendBlockTo(const Vector3i a_BlockPos, cPlayer & a_Player)
|
|
{
|
|
SendBlockTo(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, a_Player);
|
|
}
|
|
|
|
/** Set default spawn at the given coordinates.
|
|
Returns false if the new spawn couldn't be stored in the INI file. */
|
|
bool SetSpawn(double a_X, double a_Y, double a_Z);
|
|
|
|
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(Vector3i a_Block) override;
|
|
|
|
/** Wakes up the simulators for the specified area of blocks */
|
|
void WakeUpSimulatorsInArea(const cCuboid & a_Area);
|
|
|
|
// DEPRECATED, use vector-parametered version instead
|
|
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
|
|
{
|
|
LOGWARNING("cWorld::WakeUpSimulators(int, int, int) is deprecated, use cWorld::WakeUpSimulators(Vector3i) instead.");
|
|
WakeUpSimulators({a_BlockX, a_BlockY, a_BlockZ});
|
|
}
|
|
|
|
// DEPRECATED, use vector-parametered version instead
|
|
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 brewingstand in the specified chunk; returns true if all brewingstands processed, false if the callback aborted by returning true */
|
|
bool ForEachBrewingstandInChunk(int a_ChunkX, int a_ChunkZ, cBrewingstandCallback 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 coordinates.
|
|
Executes the HOOK_EXPLODING and HOOK_EXPLODED hooks as part of the processing.
|
|
a_SourceData exact type depends on the a_Source, see the declaration of the esXXX constants in Defines.h for details.
|
|
Exported to Lua manually in ManualBindings_World.cpp in order to support the variable a_SourceData param. */
|
|
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;
|
|
|
|
/** 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 bed at the specified coords; returns false if there's no bed at those coords, true if found */
|
|
virtual bool DoWithBedAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBedCallback a_Callback) override; // Exported in ManualBindings.cpp
|
|
|
|
/** Calls the callback for the brewingstand at the specified coords; returns false if there's no brewingstand at those coords, true if found */
|
|
bool DoWithBrewingstandAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBrewingstandCallback a_Callback); // Lua-acessible
|
|
|
|
/** 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 hopper at the specified coords; returns false if there's no hopper at those coords or callback returns true, returns true if found */
|
|
bool DoWithHopperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperCallback 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 isn't loaded, otherwise returns the same value as the callback */
|
|
bool DoWithChunkAt(Vector3i a_BlockPos, cChunkCallback a_Callback);
|
|
|
|
/** Imprints the specified blocks into the world, as long as each log block replaces only allowed blocks.
|
|
a_Blocks specifies the logs, leaves, vines and possibly other blocks that comprise a single tree.
|
|
Returns true if the tree is imprinted successfully, false otherwise. */
|
|
bool GrowTreeImage(const sSetBlockVector & a_Blocks);
|
|
|
|
/** Grows a tree at the specified coords.
|
|
If the specified block is a sapling, the tree is grown from that sapling.
|
|
Otherwise a tree is grown based on the biome.
|
|
Returns true if the tree was grown, false if not (invalid chunk, insufficient space).
|
|
Exported in DeprecatedBindings due to the obsolete int-based overload. */
|
|
bool GrowTree(Vector3i a_BlockPos);
|
|
|
|
/** Grows a tree from the sapling at the specified coords.
|
|
If the sapling is a part of a large-tree sapling (2x2), a large tree growth is attempted.
|
|
Returns true if the tree was grown, false if not (invalid chunk, insufficient space).
|
|
Exported in DeprecatedBindings due to the obsolete int-based overload and obsolete additional SaplingMeta param. */
|
|
bool GrowTreeFromSapling(Vector3i a_BlockPos);
|
|
|
|
/** Grows a tree at the specified coords, based on the biome in the place.
|
|
Returns true if the tree was grown, false if not (invalid chunk, insufficient space).
|
|
Exported in DeprecatedBindings due to the obsolete int-based overload. */
|
|
bool GrowTreeByBiome(Vector3i a_BlockPos);
|
|
|
|
// tolua_begin
|
|
|
|
/** Grows the plant at the specified position by at most a_NumStages.
|
|
The block's Grow handler is invoked.
|
|
Returns the number of stages the plant has grown, 0 if not a plant. */
|
|
int GrowPlantAt(Vector3i a_BlockPos, int a_NumStages = 1);
|
|
|
|
/** Grows the plant at the specified block to its ripe stage.
|
|
Returns true if grown, false if not (invalid chunk, non-growable block, already ripe). */
|
|
bool GrowRipePlant(Vector3i a_BlockPos);
|
|
|
|
/** OBSOLETE, use the Vector3-based overload instead.
|
|
Grows the plant at the specified block to its ripe stage.
|
|
a_IsByBonemeal is obsolete, do not use.
|
|
Returns true if grown, false if not (invalid chunk, non-growable block, already ripe). */
|
|
bool GrowRipePlant(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_IsByBonemeal = false)
|
|
{
|
|
UNUSED(a_IsByBonemeal);
|
|
return GrowRipePlant({a_BlockX, a_BlockY, a_BlockZ});
|
|
}
|
|
|
|
/** Grows a cactus present at the block specified by the amount of blocks specified, up to the max height specified in the config; returns the amount of blocks the cactus grew inside this call */
|
|
int 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); returns true if the pumpkin or melon sucessfully grew. */
|
|
bool 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; returns the amount of blocks the sugarcane grew inside this call */
|
|
int 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 data path to the world data */
|
|
const AString & GetDataPath(void) const { return m_DataPath; }
|
|
|
|
/** 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);
|
|
|
|
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; }
|
|
|
|
/** Returns or sets the minumim or maximum netherportal width */
|
|
virtual int GetMinNetherPortalWidth(void) const override { return m_MinNetherPortalWidth; }
|
|
virtual int GetMaxNetherPortalWidth(void) const override { return m_MaxNetherPortalWidth; }
|
|
virtual void SetMinNetherPortalWidth(int a_NewMinWidth) override { m_MinNetherPortalWidth = a_NewMinWidth; }
|
|
virtual void SetMaxNetherPortalWidth(int a_NewMaxWidth) override { m_MaxNetherPortalWidth = a_NewMaxWidth; }
|
|
|
|
/** Returns or sets the minumim or maximum netherportal height */
|
|
virtual int GetMinNetherPortalHeight(void) const override { return m_MinNetherPortalHeight; }
|
|
virtual int GetMaxNetherPortalHeight(void) const override { return m_MaxNetherPortalHeight; }
|
|
virtual void SetMinNetherPortalHeight(int a_NewMinHeight) override { m_MinNetherPortalHeight = a_NewMinHeight; }
|
|
virtual void SetMaxNetherPortalHeight(int a_NewMaxHeight) override { m_MaxNetherPortalHeight = a_NewMaxHeight; }
|
|
|
|
// 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(std::function<void(cWorld &)> a_Task); // Exported in ManualBindings.cpp
|
|
|
|
/** Queues a lambda task onto the tick thread, with the specified delay. */
|
|
void ScheduleTask(int a_DelayTicks, std::function<void(cWorld &)> a_Task);
|
|
|
|
/** Returns the number of chunks loaded */
|
|
size_t GetNumChunks() const; // tolua_export
|
|
|
|
/** Returns the number of unused dirty chunks. That's the number of chunks that we can save and then unload. */
|
|
size_t GetNumUnusedDirtyChunks(void) 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 size_t 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();
|
|
|
|
/** Stops threads that belong to this world (part of deinit).
|
|
a_DeadlockDetect is used for tracking this world's age, detecting a possible deadlock. */
|
|
void Stop(cDeadlockDetect & a_DeadlockDetect);
|
|
|
|
/** 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(Vector3i a_Block);
|
|
void CastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ); // DEPRECATED, use vector-parametered version instead
|
|
|
|
/** 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 sunny. */
|
|
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 rainy. */
|
|
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 world currently has any precipitation - rain, storm or snow. */
|
|
bool IsWeatherWet(void) const { return !IsWeatherSunny(); }
|
|
|
|
/** Returns true if it is raining or storming at the specified location.
|
|
This takes into account biomes. */
|
|
virtual bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) override
|
|
{
|
|
auto Biome = GetBiomeAt(a_BlockX, a_BlockZ);
|
|
return (IsWeatherWet() && !IsBiomeNoDownfall(Biome) && !IsBiomeCold(Biome));
|
|
}
|
|
|
|
/** Returns true if it is raining or storming at the specified location,
|
|
and the rain reaches (the bottom of) the specified block position. */
|
|
virtual bool IsWeatherWetAtXYZ(Vector3i a_Pos) override;
|
|
|
|
/** Returns the seed of the world. */
|
|
int GetSeed(void) { return m_Generator.GetSeed(); }
|
|
|
|
// tolua_end
|
|
|
|
cChunkGeneratorThread & GetGenerator(void) { return m_Generator; }
|
|
cWorldStorage & GetStorage (void) { return m_Storage; }
|
|
cChunkMap * GetChunkMap (void) { return m_ChunkMap.get(); }
|
|
|
|
/** Causes the specified block to be ticked on the next Tick() call.
|
|
Only one block coord per chunk may be set, a second call overwrites the first call */
|
|
void SetNextBlockToTick(const Vector3i a_BlockPos); // 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, bool a_Baby = false) override; // tolua_export
|
|
|
|
/** Wraps cEntity::Initialize, doing Monster-specific things before spawning the monster.
|
|
Takes ownership of the given Monster reference. */
|
|
UInt32 SpawnMobFinalize(std::unique_ptr<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(Vector3d a_Pos, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const cItem * a_Item, const Vector3d * a_Speed = nullptr); // tolua_export
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/** OBSOLETE, use the Vector3d-based overload instead.
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Creates a projectile of the specified type. Returns the projectile's UniqueID if successful, cEntity::INVALID_ID otherwise
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Item parameter is currently used for Fireworks to correctly set entity metadata based on item metadata. */
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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
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/** Returns a random number in range [0 .. a_Range]. */
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int GetTickRandomNumber(int a_Range);
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/** Appends all usernames starting with a_Text (case-insensitive) into Results */
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void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
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/** Get the current darkness level based on the time */
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NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; }
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/** Increments (a_AlwaysTicked == true) or decrements (false) the m_AlwaysTicked counter for the specified chunk.
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If the m_AlwaysTicked counter is greater than zero, the chunk is ticked in the tick-thread regardless of
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whether it has any clients or not.
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This function allows nesting and task-concurrency (multiple separate tasks can request ticking and as long
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as at least one requests is active the chunk will be ticked). */
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void SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked = true); // tolua_export
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private:
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class cTickThread:
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public cIsThread
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{
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using Super = cIsThread;
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public:
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cTickThread(cWorld & a_World);
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protected:
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cWorld & m_World;
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// cIsThread overrides:
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virtual void Execute(void) override;
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} ;
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/** Implementation of the callbacks that the ChunkGenerator uses to store new chunks and interface to plugins */
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class cChunkGeneratorCallbacks :
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public cChunkGeneratorThread::cChunkSink,
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public cChunkGeneratorThread::cPluginInterface
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{
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cWorld * m_World;
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// cChunkSink overrides:
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virtual void OnChunkGenerated (cChunkDesc & a_ChunkDesc) override;
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virtual bool IsChunkValid (cChunkCoords a_Coords) override;
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virtual bool HasChunkAnyClients(cChunkCoords a_Coords) override;
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virtual bool IsChunkQueued (cChunkCoords a_Coords) override;
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// cPluginInterface overrides:
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virtual void CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) override;
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virtual void CallHookChunkGenerated (cChunkDesc & a_ChunkDesc) override;
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public:
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cChunkGeneratorCallbacks(cWorld & a_World);
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} ;
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/** The maximum number of allowed unused dirty chunks for this world.
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Loaded from config, enforced every 10 seconds by freeing some unused dirty chunks
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if this was exceeded. */
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size_t m_UnusedDirtyChunksCap;
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AString m_WorldName;
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/** The path to the root directory for the world files. Does not including trailing path specifier. */
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AString m_DataPath;
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/** The name of the overworld that portals in this world should link to.
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Only has effect if this world is a Nether or End world. */
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AString m_LinkedOverworldName;
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AString m_IniFileName;
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/** Name of the storage schema used to load and save chunks */
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AString m_StorageSchema;
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int m_StorageCompressionFactor;
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/** Whether or not writing chunks to disk is currently enabled */
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std::atomic<bool> m_IsSavingEnabled;
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/** The dimension of the world, used by the client to provide correct lighting scheme */
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eDimension m_Dimension;
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bool m_IsSpawnExplicitlySet;
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double m_SpawnX;
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double m_SpawnY;
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double m_SpawnZ;
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// Variables defining the minimum and maximum size for a nether portal
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|
int m_MinNetherPortalWidth;
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int m_MaxNetherPortalWidth;
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int m_MinNetherPortalHeight;
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int m_MaxNetherPortalHeight;
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bool m_BroadcastDeathMessages;
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|
bool m_BroadcastAchievementMessages;
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bool m_IsDaylightCycleEnabled;
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/** The age of the world.
|
|
Monotonic, always increasing each game tick, persistent across server restart. */
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|
std::chrono::milliseconds m_WorldAge;
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std::chrono::milliseconds m_TimeOfDay;
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cTickTimeLong m_LastTimeUpdate; // The tick in which the last time update has been sent.
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|
cTickTimeLong m_LastChunkCheck; // The last WorldAge (in ticks) in which unloading and possibly saving was triggered
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|
cTickTimeLong m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
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|
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)
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NIBBLETYPE m_SkyDarkness;
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|
|
eGameMode m_GameMode;
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|
bool m_bEnabledPVP;
|
|
bool m_IsDeepSnowEnabled;
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|
bool m_ShouldLavaSpawnFire;
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|
bool m_VillagersShouldHarvestCrops;
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|
|
std::vector<BlockTickQueueItem *> m_BlockTickQueue;
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|
std::vector<BlockTickQueueItem *> m_BlockTickQueueCopy; // Second is for safely removing the objects from the queue
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|
|
std::unique_ptr<cSimulatorManager> m_SimulatorManager;
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|
std::unique_ptr<cSandSimulator> m_SandSimulator;
|
|
cFluidSimulator * m_WaterSimulator;
|
|
cFluidSimulator * m_LavaSimulator;
|
|
std::unique_ptr<cFireSimulator> m_FireSimulator;
|
|
cRedstoneSimulator * m_RedstoneSimulator;
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|
|
// Protect with chunk map CS
|
|
cPlayerList m_Players;
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|
|
|
cWorldStorage m_Storage;
|
|
|
|
unsigned int m_MaxPlayers;
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|
|
std::unique_ptr<cChunkMap> m_ChunkMap;
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|
|
|
bool m_bAnimals;
|
|
std::set<eMonsterType> m_AllowedMobs;
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|
|
|
eWeather m_Weather;
|
|
int m_WeatherInterval;
|
|
int m_MaxSunnyTicks, m_MinSunnyTicks;
|
|
int m_MaxRainTicks, m_MinRainTicks;
|
|
int m_MaxThunderStormTicks, m_MinThunderStormTicks;
|
|
|
|
int m_MaxCactusHeight;
|
|
int m_MaxSugarcaneHeight;
|
|
/* TODO: Enable when functionality exists again
|
|
bool m_IsBeetrootsBonemealable;
|
|
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;
|
|
bool m_IsBigFlowerBonemealable;
|
|
bool m_IsTallGrassBonemealable;
|
|
*/
|
|
|
|
/** 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;
|
|
|
|
/** The thread responsible for generating chunks. */
|
|
cChunkGeneratorThread 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, possibly to be executed at target tick in the future; guarded by m_CSTasks */
|
|
std::vector<std::pair<Int64, std::function<void(cWorld &)>>> m_Tasks;
|
|
|
|
/** 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. */
|
|
cAwaitingPlayerList 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;
|
|
|
|
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);
|
|
|
|
/** Ticks all clients that are in this world */
|
|
void TickClients(float a_Dt);
|
|
|
|
/** Unloads all chunks immediately. */
|
|
void UnloadUnusedChunks(void);
|
|
|
|
void UpdateSkyDarkness(void);
|
|
|
|
/** Generates a random spawnpoint on solid land by walking chunks and finding their biomes */
|
|
void GenerateRandomSpawn(int a_MaxSpawnRadius);
|
|
|
|
/** Can the specified coordinates be used as a spawn point?
|
|
Returns true if spawn position is valid and sets a_Y to the valid spawn height */
|
|
bool CanSpawnAt(double a_X, double & a_Y, double a_Z);
|
|
|
|
/** 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 mob spawning values if nonexistant to their dimension specific defaults */
|
|
void InitializeAndLoadMobSpawningValues(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);
|
|
|
|
/** Checks if the sapling at the specified block coord is a part of a large-tree sapling (2x2).
|
|
If so, adjusts the coords so that they point to the northwest (XM ZM) corner of the sapling area and returns true.
|
|
Returns false if not a part of large-tree sapling. */
|
|
bool GetLargeTreeAdjustment(Vector3i & a_BlockPos, NIBBLETYPE a_SaplingMeta);
|
|
}; // tolua_export
|