#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "World.h"
#include "BlockInfo.h"
#include "ClientHandle.h"
#include "Server.h"
#include "Root.h"
#include "IniFile.h"
#include "Generating/ChunkDesc.h"
#include "Generating/ComposableGenerator.h"
#include "SetChunkData.h"
#include "DeadlockDetect.h"
#include "LineBlockTracer.h"
#include "UUID.h"
#include "BlockInServerPluginInterface.h"
// Serializers
#include "WorldStorage/ScoreboardSerializer.h"
// Entities (except mobs):
#include "Entities/ExpOrb.h"
#include "Entities/FallingBlock.h"
#include "Entities/Minecart.h"
#include "Entities/Pickup.h"
#include "Entities/Player.h"
#include "Entities/TNTEntity.h"
#include "BlockEntities/CommandBlockEntity.h"
#include "BlockEntities/BeaconEntity.h"
// Simulators:
#include "Simulator/FloodyFluidSimulator.h"
#include "Simulator/FluidSimulator.h"
#include "Simulator/FireSimulator.h"
#include "Simulator/NoopFluidSimulator.h"
#include "Simulator/NoopRedstoneSimulator.h"
#include "Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h"
#include "Simulator/SandSimulator.h"
#include "Simulator/VanillaFluidSimulator.h"
#include "Simulator/VaporizeFluidSimulator.h"
// Mobs:
#include "Mobs/IncludeAllMonsters.h"
#include "MobCensus.h"
#include "MobSpawner.h"
#include "Generating/Trees.h"
#include "Bindings/PluginManager.h"
#include "Blocks/BlockHandler.h"
#ifndef _WIN32
#include <stdlib.h>
#endif
#include "SpawnPrepare.h"
#include "FastRandom.h"
#include "OpaqueWorld.h"
const int TIME_SUNSET = 12000;
const int TIME_NIGHT_START = 13187;
const int TIME_NIGHT_END = 22812;
const int TIME_SUNRISE = 23999;
const int TIME_SPAWN_DIVISOR = 148;
namespace World
{
// Implement conversion functions from OpaqueWorld.h
cBroadcastInterface * GetBroadcastInterface(cWorld * a_World) { return a_World; }
cForEachChunkProvider * GetFECProvider (cWorld * a_World) { return a_World; }
cWorldInterface * GetWorldInterface (cWorld * a_World) { return a_World; }
cChunkInterface GetChunkInterface(cWorld & a_World)
{
return { a_World.GetChunkMap() };
}
}
////////////////////////////////////////////////////////////////////////////////
// cWorld::cLock:
cWorld::cLock::cLock(cWorld & a_World) :
Super(&(a_World.m_ChunkMap->GetCS()))
{
}
////////////////////////////////////////////////////////////////////////////////
// cWorld::cTickThread:
cWorld::cTickThread::cTickThread(cWorld & a_World) :
Super(Printf("WorldTickThread: %s", a_World.GetName().c_str())),
m_World(a_World)
{
}
void cWorld::cTickThread::Execute(void)
{
auto LastTime = std::chrono::steady_clock::now();
auto TickTime = std::chrono::duration_cast<std::chrono::milliseconds>(cTickTime(1));
while (!m_ShouldTerminate)
{
auto NowTime = std::chrono::steady_clock::now();
auto WaitTime = std::chrono::duration_cast<std::chrono::milliseconds>(NowTime - LastTime);
m_World.Tick(WaitTime, TickTime);
TickTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - NowTime);
if (TickTime < cTickTime(1))
{
// Stretch tick time until it's at least 1 tick
std::this_thread::sleep_for(cTickTime(1) - TickTime);
}
LastTime = NowTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// cWorld:
cWorld::cWorld(
const AString & a_WorldName, const AString & a_DataPath,
cDeadlockDetect & a_DeadlockDetect, const AStringVector & a_WorldNames,
eDimension a_Dimension, const AString & a_LinkedOverworldName
):
m_WorldName(a_WorldName),
m_DataPath(a_DataPath),
m_LinkedOverworldName(a_LinkedOverworldName),
m_IniFileName(m_DataPath + "/world.ini"),
m_StorageSchema("Default"),
#ifdef __arm__
m_StorageCompressionFactor(0),
#else
m_StorageCompressionFactor(6),
#endif
m_IsSavingEnabled(true),
m_Dimension(a_Dimension),
m_IsSpawnExplicitlySet(false),
m_SpawnX(0),
m_SpawnY(cChunkDef::Height),
m_SpawnZ(0),
m_BroadcastDeathMessages(true),
m_BroadcastAchievementMessages(true),
m_IsDaylightCycleEnabled(true),
m_WorldAge(0),
m_TimeOfDay(0),
m_LastTimeUpdate(0),
m_LastChunkCheck(0),
m_LastSave(0),
m_SkyDarkness(0),
m_GameMode(gmSurvival),
m_bEnabledPVP(false),
m_IsDeepSnowEnabled(false),
m_ShouldLavaSpawnFire(true),
m_VillagersShouldHarvestCrops(true),
m_SimulatorManager(),
m_SandSimulator(),
m_WaterSimulator(nullptr),
m_LavaSimulator(nullptr),
m_FireSimulator(),
m_RedstoneSimulator(nullptr),
m_MaxPlayers(10),
m_ChunkMap(),
m_bAnimals(true),
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 game-day of sunshine at server start :)
m_MaxSunnyTicks(180000), // 150 real-world minutes -+
m_MinSunnyTicks(12000), // 10 real-world minutes |
m_MaxRainTicks(24000), // 20 real-world minutes +- all values adapted from Vanilla 1.7.2
m_MinRainTicks(12000), // 10 real-world minutes |
m_MaxThunderStormTicks(15600), // 13 real-world minutes |
m_MinThunderStormTicks(3600), // 3 real-world minutes -+
m_MaxCactusHeight(3),
m_MaxSugarcaneHeight(4),
/* TODO: Enable when functionality exists again
m_IsBeetrootsBonemealable(true),
m_IsCactusBonemealable(false),
m_IsCarrotsBonemealable(true),
m_IsCropsBonemealable(true),
m_IsGrassBonemealable(true),
m_IsMelonStemBonemealable(true),
m_IsMelonBonemealable(true),
m_IsPotatoesBonemealable(true),
m_IsPumpkinStemBonemealable(true),
m_IsPumpkinBonemealable(true),
m_IsSaplingBonemealable(true),
m_IsSugarcaneBonemealable(false),
m_IsBigFlowerBonemealable(true),
m_IsTallGrassBonemealable(true),
*/
m_bCommandBlocksEnabled(true),
m_bUseChatPrefixes(false),
m_TNTShrapnelLevel(slNone),
m_MaxViewDistance(12),
m_Scoreboard(this),
m_MapManager(this),
m_GeneratorCallbacks(*this),
m_ChunkSender(*this),
m_Lighting(*this),
m_TickThread(*this)
{
LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
cFile::CreateFolderRecursive(m_DataPath);
m_ChunkMap = std::make_unique<cChunkMap>(this);
m_ChunkMap->TrackInDeadlockDetect(a_DeadlockDetect, m_WorldName);
// Load the scoreboard
cScoreboardSerializer Serializer(m_DataPath, &m_Scoreboard);
Serializer.Load();
// Track the CSs used by this world in the deadlock detector:
a_DeadlockDetect.TrackCriticalSection(m_CSClients, Printf("World %s clients", m_WorldName.c_str()));
a_DeadlockDetect.TrackCriticalSection(m_CSTasks, Printf("World %s tasks", m_WorldName.c_str()));
// Load world settings from the ini file
cIniFile IniFile;
if (!IniFile.ReadFile(m_IniFileName))
{
LOGWARNING("Cannot read world settings from \"%s\", defaults will be used.", m_IniFileName.c_str());
// TODO: More descriptions for each key
IniFile.AddHeaderComment(" This is the per-world configuration file, managing settings such as generators, simulators, and spawn points");
IniFile.AddKeyComment(" LinkedWorlds", "This section governs portal world linkage; leave a value blank to disabled that associated method of teleportation");
}
// The presence of a configuration value overrides everything
// If no configuration value is found, GetDimension() is written to file and the variable is written to again to ensure that cosmic rays haven't sneakily changed its value
m_Dimension = StringToDimension(IniFile.GetValueSet("General", "Dimension", DimensionToString(GetDimension())));
int UnusedDirtyChunksCap = IniFile.GetValueSetI("General", "UnusedChunkCap", 1000);
if (UnusedDirtyChunksCap < 0)
{
UnusedDirtyChunksCap *= -1;
IniFile.SetValueI("General", "UnusedChunkCap", UnusedDirtyChunksCap);
}
m_UnusedDirtyChunksCap = static_cast<size_t>(UnusedDirtyChunksCap);
m_BroadcastDeathMessages = IniFile.GetValueSetB("Broadcasting", "BroadcastDeathMessages", true);
m_BroadcastAchievementMessages = IniFile.GetValueSetB("Broadcasting", "BroadcastAchievementMessages", true);
SetMaxViewDistance(IniFile.GetValueSetI("SpawnPosition", "MaxViewDistance", 12));
// Try to find the "SpawnPosition" key and coord values in the world configuration, set the flag if found
int KeyNum = IniFile.FindKey("SpawnPosition");
m_IsSpawnExplicitlySet =
(
(KeyNum >= 0) &&
(
(IniFile.FindValue(KeyNum, "X") >= 0) &&
(IniFile.FindValue(KeyNum, "Y") >= 0) &&
(IniFile.FindValue(KeyNum, "Z") >= 0)
)
);
if (m_IsSpawnExplicitlySet)
{
LOGD("Spawnpoint explicitly set!");
m_SpawnX = IniFile.GetValueF("SpawnPosition", "X", m_SpawnX);
m_SpawnY = IniFile.GetValueF("SpawnPosition", "Y", m_SpawnY);
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ);
}
m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
m_StorageCompressionFactor = IniFile.GetValueSetI("Storage", "CompressionFactor", m_StorageCompressionFactor);
m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
/* TODO: Enable when functionality exists again
m_IsBeetrootsBonemealable = IniFile.GetValueSetB("Plants", "IsBeetrootsBonemealable", true);
m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
m_IsCarrotsBonemealable = IniFile.GetValueSetB("Plants", "IsCarrotsBonemealable", true);
m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
m_IsPotatoesBonemealable = IniFile.GetValueSetB("Plants", "IsPotatoesBonemealable", true);
m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
m_IsBigFlowerBonemealable = IniFile.GetValueSetB("Plants", "IsBigFlowerBonemealable", true);
m_IsTallGrassBonemealable = IniFile.GetValueSetB("Plants", "IsTallGrassBonemealable", true);
*/
m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", true);
m_ShouldLavaSpawnFire = IniFile.GetValueSetB("Physics", "ShouldLavaSpawnFire", true);
int TNTShrapnelLevel = IniFile.GetValueSetI("Physics", "TNTShrapnelLevel", static_cast<int>(slAll));
m_bCommandBlocksEnabled = IniFile.GetValueSetB("Mechanics", "CommandBlocksEnabled", false);
m_bEnabledPVP = IniFile.GetValueSetB("Mechanics", "PVPEnabled", true);
m_bUseChatPrefixes = IniFile.GetValueSetB("Mechanics", "UseChatPrefixes", true);
m_MinNetherPortalWidth = IniFile.GetValueSetI("Mechanics", "MinNetherPortalWidth", 2);
m_MaxNetherPortalWidth = IniFile.GetValueSetI("Mechanics", "MaxNetherPortalWidth", 21);
m_MinNetherPortalHeight = IniFile.GetValueSetI("Mechanics", "MinNetherPortalHeight", 3);
m_MaxNetherPortalHeight = IniFile.GetValueSetI("Mechanics", "MaxNetherPortalHeight", 21);
m_VillagersShouldHarvestCrops = IniFile.GetValueSetB("Monsters", "VillagersShouldHarvestCrops", true);
m_IsDaylightCycleEnabled = IniFile.GetValueSetB("General", "IsDaylightCycleEnabled", true);
int GameMode = IniFile.GetValueSetI("General", "Gamemode", static_cast<int>(m_GameMode));
int Weather = IniFile.GetValueSetI("General", "Weather", static_cast<int>(m_Weather));
m_WorldAge = std::chrono::milliseconds(IniFile.GetValueSetI("General", "WorldAgeMS", 0LL));
// Load the weather frequency data:
if (m_Dimension == dimOverworld)
{
m_MaxSunnyTicks = IniFile.GetValueSetI("Weather", "MaxSunnyTicks", m_MaxSunnyTicks);
m_MinSunnyTicks = IniFile.GetValueSetI("Weather", "MinSunnyTicks", m_MinSunnyTicks);
m_MaxRainTicks = IniFile.GetValueSetI("Weather", "MaxRainTicks", m_MaxRainTicks);
m_MinRainTicks = IniFile.GetValueSetI("Weather", "MinRainTicks", m_MinRainTicks);
m_MaxThunderStormTicks = IniFile.GetValueSetI("Weather", "MaxThunderStormTicks", m_MaxThunderStormTicks);
m_MinThunderStormTicks = IniFile.GetValueSetI("Weather", "MinThunderStormTicks", m_MinThunderStormTicks);
if (m_MaxSunnyTicks < m_MinSunnyTicks)
{
std::swap(m_MaxSunnyTicks, m_MinSunnyTicks);
}
if (m_MaxRainTicks < m_MinRainTicks)
{
std::swap(m_MaxRainTicks, m_MinRainTicks);
}
if (m_MaxThunderStormTicks < m_MinThunderStormTicks)
{
std::swap(m_MaxThunderStormTicks, m_MinThunderStormTicks);
}
}
auto WorldExists = [&](const AString & a_CheckWorldName)
{
return (std::find(a_WorldNames.begin(), a_WorldNames.end(), a_CheckWorldName) != a_WorldNames.end());
};
if (a_Dimension == dimOverworld)
{
AString MyNetherName = GetName() + "_nether";
AString MyEndName = GetName() + "_the_end";
if (!WorldExists(MyNetherName))
{
MyNetherName.clear();
}
if (!WorldExists(MyEndName))
{
MyEndName = GetName() + "_end";
if (!WorldExists(MyEndName))
{
MyEndName.clear();
}
}
m_LinkedNetherWorldName = IniFile.GetValueSet("LinkedWorlds", "NetherWorldName", MyNetherName);
m_LinkedEndWorldName = IniFile.GetValueSet("LinkedWorlds", "EndWorldName", MyEndName);
}
else
{
m_LinkedOverworldName = IniFile.GetValueSet("LinkedWorlds", "OverworldName", GetLinkedOverworldName());
}
// If we are linked to one or more worlds that do not exist, unlink them
if (a_Dimension == dimOverworld)
{
if (!m_LinkedNetherWorldName.empty() && !WorldExists(m_LinkedNetherWorldName))
{
IniFile.SetValue("LinkedWorlds", "NetherWorldName", "");
LOG("%s Is linked to a nonexisting nether world called \"%s\". The server has modified \"%s/world.ini\" and removed this invalid link.",
GetName().c_str(), m_LinkedNetherWorldName.c_str(), GetName().c_str());
m_LinkedNetherWorldName.clear();
}
if (!m_LinkedEndWorldName.empty() && !WorldExists(m_LinkedEndWorldName))
{
IniFile.SetValue("LinkedWorlds", "EndWorldName", "");
LOG("%s Is linked to a nonexisting end world called \"%s\". The server has modified \"%s/world.ini\" and removed this invalid link.",
GetName().c_str(), m_LinkedEndWorldName.c_str(), GetName().c_str());
m_LinkedEndWorldName.clear();
}
}
else
{
if (!m_LinkedOverworldName.empty() && !WorldExists(m_LinkedOverworldName))
{
IniFile.SetValue("LinkedWorlds", "OverworldName", "");
LOG("%s Is linked to a nonexisting overworld called \"%s\". The server has modified \"%s/world.ini\" and removed this invalid link.",
GetName().c_str(), m_LinkedOverworldName.c_str(), GetName().c_str());
m_LinkedOverworldName.clear();
}
}
// Adjust the enum-backed variables into their respective bounds:
m_GameMode = static_cast<eGameMode> (Clamp<int>(GameMode, gmSurvival, gmSpectator));
m_TNTShrapnelLevel = static_cast<eShrapnelLevel>(Clamp<int>(TNTShrapnelLevel, slNone, slAll));
m_Weather = static_cast<eWeather> (Clamp<int>(Weather, wSunny, wStorm));
cComposableGenerator::InitializeGeneratorDefaults(IniFile, m_Dimension);
InitializeAndLoadMobSpawningValues(IniFile);
SetTimeOfDay(IniFile.GetValueSetI("General", "TimeInTicks", GetTimeOfDay()));
// preallocate some memory for ticking blocks so we don't need to allocate that often
m_BlockTickQueue.reserve(1000);
m_BlockTickQueueCopy.reserve(1000);
// Simulators:
m_SimulatorManager = std::make_unique<cSimulatorManager>(*this);
m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
m_SandSimulator = std::make_unique<cSandSimulator>(*this, IniFile);
m_FireSimulator = std::make_unique<cFireSimulator>(*this, IniFile);
m_RedstoneSimulator = InitializeRedstoneSimulator(IniFile);
// Water, Lava and Redstone simulators get registered in their initialize function.
m_SimulatorManager->RegisterSimulator(m_SandSimulator.get(), 1);
m_SimulatorManager->RegisterSimulator(m_FireSimulator.get(), 1);
m_Storage.Initialize(*this, m_StorageSchema, m_StorageCompressionFactor);
m_Generator.Initialize(m_GeneratorCallbacks, m_GeneratorCallbacks, IniFile);
m_MapManager.LoadMapData();
// Save any changes that the defaults may have done to the ini file:
if (!IniFile.WriteFile(m_IniFileName))
{
LOGWARNING("Could not write world config to %s", m_IniFileName.c_str());
}
// Init of the spawn monster time (as they are supposed to have different spawn rate)
m_LastSpawnMonster.emplace(cMonster::mfHostile, cTickTimeLong(0));
m_LastSpawnMonster.emplace(cMonster::mfPassive, cTickTimeLong(0));
m_LastSpawnMonster.emplace(cMonster::mfAmbient, cTickTimeLong(0));
m_LastSpawnMonster.emplace(cMonster::mfWater, cTickTimeLong(0));
}
cWorld::~cWorld()
{
delete m_WaterSimulator; m_WaterSimulator = nullptr;
delete m_LavaSimulator; m_LavaSimulator = nullptr;
delete m_RedstoneSimulator; m_RedstoneSimulator = nullptr;
}
void cWorld::CastThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
LOG("CastThunderbolt(int, int, int) is deprecated, use CastThunderbolt(Vector3i) instead");
CastThunderbolt({a_BlockX, a_BlockY, a_BlockZ});
}
void cWorld::CastThunderbolt(Vector3i a_Block)
{
BroadcastThunderbolt(a_Block);
BroadcastSoundEffect("entity.lightning.thunder", a_Block, 50, 1);
}
int cWorld::GetDefaultWeatherInterval(eWeather a_Weather)
{
auto & Random = GetRandomProvider();
switch (a_Weather)
{
case eWeather_Sunny:
{
return Random.RandInt(m_MinSunnyTicks, m_MaxSunnyTicks);
}
case eWeather_Rain:
{
return Random.RandInt(m_MinRainTicks, m_MaxRainTicks);
}
case eWeather_ThunderStorm:
{
return Random.RandInt(m_MinThunderStormTicks, m_MaxThunderStormTicks);
}
}
UNREACHABLE("Unsupported weather");
}
void cWorld::SetWeather(eWeather a_NewWeather)
{
// Do the plugins agree? Do they want a different weather?
if (cRoot::Get()->GetPluginManager()->CallHookWeatherChanging(*this, a_NewWeather))
{
m_WeatherInterval = GetDefaultWeatherInterval(m_Weather);
return;
}
// Set new period for the selected weather:
m_WeatherInterval = GetDefaultWeatherInterval(a_NewWeather);
// The weather can't be found:
if (m_WeatherInterval < 0)
{
return;
}
m_Weather = a_NewWeather;
BroadcastWeather(m_Weather);
// Let the plugins know about the change:
cPluginManager::Get()->CallHookWeatherChanged(*this);
}
void cWorld::ChangeWeather(void)
{
// In the next tick the weather will be changed
m_WeatherInterval = 0;
}
bool cWorld::IsWeatherWetAtXYZ(Vector3i a_Pos)
{
if ((a_Pos.y < 0) || !IsWeatherWetAt(a_Pos.x, a_Pos.z))
{
return false;
}
if (a_Pos.y >= cChunkDef::Height)
{
return true;
}
for (int y = GetHeight(a_Pos.x, a_Pos.z); y >= a_Pos.y; y--)
{
auto BlockType = GetBlock({a_Pos.x, y, a_Pos.z});
if (cBlockInfo::IsRainBlocker(BlockType))
{
return false;
}
}
return true;
}
void cWorld::SetNextBlockToTick(const Vector3i a_BlockPos)
{
return m_ChunkMap->SetNextBlockToTick(a_BlockPos);
}
bool cWorld::SetSpawn(double a_X, double a_Y, double a_Z)
{
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
IniFile.SetValueF("SpawnPosition", "X", a_X);
IniFile.SetValueF("SpawnPosition", "Y", a_Y);
IniFile.SetValueF("SpawnPosition", "Z", a_Z);
if (IniFile.WriteFile(m_IniFileName))
{
m_SpawnX = a_X;
m_SpawnY = a_Y;
m_SpawnZ = a_Z;
FLOGD("Spawn set at {0}", Vector3d{m_SpawnX, m_SpawnY, m_SpawnZ});
return true;
}
else
{
LOGWARNING("Couldn't write new spawn settings to \"%s\".", m_IniFileName.c_str());
}
return false;
}
void cWorld::InitializeSpawn(void)
{
// For the debugging builds, don't make the server build too much world upon start:
#if defined(_DEBUG) || defined(ANDROID)
const int DefaultViewDist = 9;
#else
const int DefaultViewDist = 20; // Always prepare an area 20 chunks across, no matter what the actual cClientHandle::VIEWDISTANCE is
#endif // _DEBUG
if (!m_IsSpawnExplicitlySet)
{
// Spawn position wasn't already explicitly set, enumerate random solid-land coordinate and then write it to the world configuration:
GenerateRandomSpawn(DefaultViewDist);
}
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
IniFile.WriteFile(m_IniFileName);
int ChunkX = 0, ChunkZ = 0;
cChunkDef::BlockToChunk(FloorC(m_SpawnX), FloorC(m_SpawnZ), ChunkX, ChunkZ);
cSpawnPrepare::PrepareChunks(*this, ChunkX, ChunkZ, ViewDist);
}
void cWorld::Start()
{
m_Lighting.Start();
m_Storage.Start();
m_Generator.Start();
m_ChunkSender.Start();
m_TickThread.Start();
}
void cWorld::GenerateRandomSpawn(int a_MaxSpawnRadius)
{
LOGD("Generating random spawnpoint...");
// Number of checks to make sure we have a valid biome
// 100 checks will check across 400 chunks, we should have
// a valid biome by then.
static const int BiomeCheckCount = 100;
// Make sure we are in a valid biome
Vector3i BiomeOffset = Vector3i(0, 0, 0);
for (int BiomeCheckIndex = 0; BiomeCheckIndex < BiomeCheckCount; ++BiomeCheckIndex)
{
EMCSBiome Biome = GetBiomeAt(BiomeOffset.x, BiomeOffset.z);
if ((Biome == EMCSBiome::biOcean) || (Biome == EMCSBiome::biFrozenOcean))
{
BiomeOffset += Vector3d(cChunkDef::Width * 4, 0, 0);
continue;
}
// Found a usable biome
// Spawn chunks so we can find a nice spawn.
int ChunkX = 0, ChunkZ = 0;
cChunkDef::BlockToChunk(BiomeOffset.x, BiomeOffset.z, ChunkX, ChunkZ);
cSpawnPrepare::PrepareChunks(*this, ChunkX, ChunkZ, a_MaxSpawnRadius);
break;
}
// Check 0, 0 first.
double SpawnY = 0.0;
if (CanSpawnAt(BiomeOffset.x, SpawnY, BiomeOffset.z))
{
SetSpawn(BiomeOffset.x + 0.5, SpawnY, BiomeOffset.z + 0.5);
FLOGINFO("World \"{0}\": Generated spawnpoint position at {1:.2f}", m_WorldName, Vector3d{m_SpawnX, m_SpawnY, m_SpawnZ});
return;
}
// A search grid (searches clockwise around the origin)
static const int HalfChunk = static_cast<int>(cChunkDef::Width / 2.0f);
static const Vector3i ChunkOffset[] =
{
Vector3i(0, 0, HalfChunk),
Vector3i(HalfChunk, 0, HalfChunk),
Vector3i(HalfChunk, 0, 0),
Vector3i(HalfChunk, 0, -HalfChunk),
Vector3i(0, 0, -HalfChunk),
Vector3i(-HalfChunk, 0, -HalfChunk),
Vector3i(-HalfChunk, 0, 0),
Vector3i(-HalfChunk, 0, HalfChunk),
};
static const int PerRadiSearchCount = ARRAYCOUNT(ChunkOffset);
for (int RadiusOffset = 1; RadiusOffset < (a_MaxSpawnRadius * 2); ++RadiusOffset)
{
for (int SearchGridIndex = 0; SearchGridIndex < PerRadiSearchCount; ++SearchGridIndex)
{
const Vector3i PotentialSpawn = BiomeOffset + (ChunkOffset[SearchGridIndex] * RadiusOffset);
if (CanSpawnAt(PotentialSpawn.x, SpawnY, PotentialSpawn.z))
{
SetSpawn(PotentialSpawn.x + 0.5, SpawnY, PotentialSpawn.z + 0.5);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(static_cast<int>(m_SpawnX), static_cast<int>(m_SpawnZ), ChunkX, ChunkZ);
cSpawnPrepare::PrepareChunks(*this, ChunkX, ChunkZ, a_MaxSpawnRadius);
FLOGINFO("World \"{0}\":Generated spawnpoint position at {1:.2f}", m_WorldName, Vector3d{m_SpawnX, m_SpawnY, m_SpawnZ});
return;
}
}
}
m_SpawnY = GetHeight(static_cast<int>(m_SpawnX), static_cast<int>(m_SpawnZ));
FLOGWARNING("World \"{0}\": Did not find an acceptable spawnpoint. Generated a random spawnpoint position at {1:.2f}", m_WorldName, Vector3d{m_SpawnX, m_SpawnY, m_SpawnZ});
}
bool cWorld::CanSpawnAt(double a_X, double & a_Y, double a_Z)
{
// All this blocks can only be found above ground.
// Apart from netherrack (as the Nether is technically a massive cave)
static const BLOCKTYPE ValidSpawnBlocks[] =
{
E_BLOCK_GRASS,
E_BLOCK_SAND,
E_BLOCK_SNOW,
E_BLOCK_SNOW_BLOCK,
E_BLOCK_NETHERRACK
};
static const int ValidSpawnBlocksCount = ARRAYCOUNT(ValidSpawnBlocks);
// Increase this by two, because we need two more blocks for body and head
static const int HighestSpawnPoint = GetHeight(static_cast<int>(a_X), static_cast<int>(a_Z)) + 2;
static const int LowestSpawnPoint = static_cast<int>(HighestSpawnPoint / 2.0f);
for (int PotentialY = HighestSpawnPoint; PotentialY > LowestSpawnPoint; --PotentialY)
{
BLOCKTYPE HeadBlock = GetBlock(static_cast<int>(a_X), PotentialY, static_cast<int>(a_Z));
// Is this block safe for spawning
if (HeadBlock != E_BLOCK_AIR)
{
continue;
}
BLOCKTYPE BodyBlock = GetBlock(static_cast<int>(a_X), PotentialY - 1, static_cast<int>(a_Z));
// Is this block safe for spawning
if (BodyBlock != E_BLOCK_AIR)
{
continue;
}
BLOCKTYPE FloorBlock = GetBlock(static_cast<int>(a_X), PotentialY - 2, static_cast<int>(a_Z));
// Early out - Is the floor block air
if (FloorBlock == E_BLOCK_AIR)
{
continue;
}
// Is the floor block ok
bool ValidSpawnBlock = false;
for (int BlockIndex = 0; BlockIndex < ValidSpawnBlocksCount; ++BlockIndex)
{
ValidSpawnBlock |= (ValidSpawnBlocks[BlockIndex] == FloorBlock);
}
if (!ValidSpawnBlock)
{
continue;
}
if (!CheckPlayerSpawnPoint(static_cast<int>(a_X), PotentialY - 1, static_cast<int>(a_Z)))
{
continue;
}
a_Y = PotentialY - 1.0;
return true;
}
return false;
}
bool cWorld::CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ)
{
// Check height bounds
if (!cChunkDef::IsValidHeight(a_PosY))
{
return false;
}
// Check that surrounding blocks are neither solid or liquid
static const Vector3i SurroundingCoords[] =
{
Vector3i(0, 0, 1),
Vector3i(1, 0, 1),
Vector3i(1, 0, 0),
Vector3i(1, 0, -1),
Vector3i(0, 0, -1),
Vector3i(-1, 0, -1),
Vector3i(-1, 0, 0),
Vector3i(-1, 0, 1),
};
static const int SurroundingCoordsCount = ARRAYCOUNT(SurroundingCoords);
for (int CoordIndex = 0; CoordIndex < SurroundingCoordsCount; ++CoordIndex)
{
const int XPos = a_PosX + SurroundingCoords[CoordIndex].x;
const int ZPos = a_PosZ + SurroundingCoords[CoordIndex].z;
const BLOCKTYPE BlockType = GetBlock(XPos, a_PosY, ZPos);
if (cBlockInfo::IsSolid(BlockType) || IsBlockLiquid(BlockType))
{
return false;
}
}
return true;
}
eWeather cWorld::ChooseNewWeather()
{
// Pick a new weather. Only reasonable transitions allowed:
switch (m_Weather)
{
case eWeather_Sunny:
case eWeather_ThunderStorm:
{
return eWeather_Rain;
}
case eWeather_Rain:
{
// 1 / 8 chance of turning into a thunderstorm
return GetRandomProvider().RandBool(0.125) ? eWeather_ThunderStorm : eWeather_Sunny;
}
}
UNREACHABLE("Unsupported weather");
}
void cWorld::InitializeAndLoadMobSpawningValues(cIniFile & a_IniFile)
{
AString DefaultMonsters;
switch (m_Dimension)
{
case dimOverworld: DefaultMonsters = "bat, cavespider, chicken, cow, creeper, guardian, horse, mooshroom, ocelot, pig, rabbit, sheep, silverfish, skeleton, slime, spider, squid, wolf, zombie"; break; // TODO Re-add Enderman when bugs are fixed
case dimNether: DefaultMonsters = "blaze, ghast, magmacube, witherskeleton, zombiepigman"; break;
case dimEnd: DefaultMonsters = ""; break; // TODO Re-add Enderman when bugs are fixed
case dimNotSet: ASSERT(!"Dimension not set"); break;
}
m_bAnimals = a_IniFile.GetValueSetB("Monsters", "AnimalsOn", true);
AString AllMonsters = a_IniFile.GetValueSet("Monsters", "Types", DefaultMonsters);
if (!m_bAnimals)
{
return;
}
AStringVector SplitList = StringSplitAndTrim(AllMonsters, ",");
for (AStringVector::const_iterator itr = SplitList.begin(), end = SplitList.end(); itr != end; ++itr)
{
eMonsterType ToAdd = cMonster::StringToMobType(*itr);
if (ToAdd != mtInvalidType)
{
m_AllowedMobs.insert(ToAdd);
LOGD("Allowed mob: %s", itr->c_str());
}
else
{
LOG("World \"%s\": Unknown mob type: %s", m_WorldName.c_str(), itr->c_str());
}
}
}
void cWorld::Stop(cDeadlockDetect & a_DeadlockDetect)
{
// Delete the clients that have been in this world:
{
cCSLock Lock(m_CSClients);
for (auto itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
{
(*itr)->Destroy();
} // for itr - m_Clients[]
m_Clients.clear();
}
// Write settings to file; these are all plugin changeable values - keep updated!
cIniFile IniFile;
IniFile.ReadFile(m_IniFileName);
if (GetDimension() == dimOverworld)
{
IniFile.SetValue("LinkedWorlds", "NetherWorldName", m_LinkedNetherWorldName);
IniFile.SetValue("LinkedWorlds", "EndWorldName", m_LinkedEndWorldName);
}
else
{
IniFile.SetValue("LinkedWorlds", "OverworldName", m_LinkedOverworldName);
}
IniFile.SetValueI("Physics", "TNTShrapnelLevel", static_cast<int>(m_TNTShrapnelLevel));
IniFile.SetValueB("Mechanics", "CommandBlocksEnabled", m_bCommandBlocksEnabled);
IniFile.SetValueB("Mechanics", "UseChatPrefixes", m_bUseChatPrefixes);
IniFile.SetValueB("General", "IsDaylightCycleEnabled", m_IsDaylightCycleEnabled);
IniFile.SetValueI("General", "Weather", static_cast<int>(m_Weather));
IniFile.SetValueI("General", "TimeInTicks", GetTimeOfDay());
IniFile.SetValueI("General", "WorldAgeMS", static_cast<Int64>(m_WorldAge.count()));
IniFile.WriteFile(m_IniFileName);
m_TickThread.Stop();
m_Lighting.Stop();
m_Generator.Stop();
m_ChunkSender.Stop();
m_Storage.Stop(); // Waits for thread to finish
a_DeadlockDetect.UntrackCriticalSection(m_CSClients);
a_DeadlockDetect.UntrackCriticalSection(m_CSTasks);
m_ChunkMap->UntrackInDeadlockDetect(a_DeadlockDetect);
if (IsSavingEnabled())
{
// Unload the scoreboard
cScoreboardSerializer Serializer(m_DataPath, &m_Scoreboard);
Serializer.Save();
m_MapManager.SaveMapData();
}
// Explicitly destroy the chunkmap, so that it's guaranteed to be destroyed before the other internals
// This fixes crashes on stopping the server, because chunk destructor deletes entities and those access the world.
// TODO: destructors should only be used for releasing resources, not doing extra work
m_ChunkMap.reset();
}
void cWorld::Tick(std::chrono::milliseconds a_Dt, std::chrono::milliseconds a_LastTickDurationMSec)
{
// Call the plugins
cPluginManager::Get()->CallHookWorldTick(*this, a_Dt, a_LastTickDurationMSec);
// Set any chunk data that has been queued for setting:
cSetChunkDataPtrs SetChunkDataQueue;
{
cCSLock Lock(m_CSSetChunkDataQueue);
std::swap(SetChunkDataQueue, m_SetChunkDataQueue);
}
for (cSetChunkDataPtrs::iterator itr = SetChunkDataQueue.begin(), end = SetChunkDataQueue.end(); itr != end; ++itr)
{
SetChunkData(**itr);
} // for itr - SetChunkDataQueue[]
m_WorldAge += a_Dt;
if (m_IsDaylightCycleEnabled)
{
// We need sub-tick precision here, that's why we store the time in milliseconds and calculate ticks off of it
m_TimeOfDay += a_Dt;
// Wrap time of day each 20 minutes (1200 seconds)
if (m_TimeOfDay > std::chrono::minutes(20))
{
m_TimeOfDay -= std::chrono::minutes(20);
}
// Updates the sky darkness based on current time of day
UpdateSkyDarkness();
// Broadcast time update every 40 ticks (2 seconds)
if (m_LastTimeUpdate < m_WorldAge - cTickTime(40))
{
BroadcastTimeUpdate();
m_LastTimeUpdate = std::chrono::duration_cast<cTickTimeLong>(m_WorldAge);
}
}
// Add entities waiting in the queue to be added:
cEntityList EntitiesToAdd;
{
// Don't access chunkmap while holding lock
cCSLock Lock(m_CSEntitiesToAdd);
std::swap(EntitiesToAdd, m_EntitiesToAdd);
}
for (auto & Entity : EntitiesToAdd)
{
auto EntityPtr = Entity.get();
ASSERT(EntityPtr->GetWorld() == this);
m_ChunkMap->AddEntity(std::move(Entity));
EntityPtr->OnAddToWorld(*this);
ASSERT(!EntityPtr->IsTicking());
EntityPtr->SetIsTicking(true);
cPluginManager::Get()->CallHookSpawnedEntity(*this, *Entity);
}
EntitiesToAdd.clear();
// Add players waiting in the queue to be added:
AddQueuedPlayers();
TickClients(static_cast<float>(a_Dt.count()));
TickQueuedBlocks();
m_ChunkMap->Tick(a_Dt); // Tick chunk after clients to apply at least one round of queued ticks (e.g. cBlockHandler::Check) this tick
TickMobs(a_Dt);
m_MapManager.TickMaps();
TickQueuedTasks();
GetSimulatorManager()->Simulate(static_cast<float>(a_Dt.count()));
TickWeather(static_cast<float>(a_Dt.count()));
if (m_WorldAge - m_LastChunkCheck > std::chrono::seconds(10))
{
// Unload every 10 seconds
UnloadUnusedChunks();
if (m_WorldAge - m_LastSave > std::chrono::minutes(5))
{
// Save every 5 minutes
SaveAllChunks();
}
else if (GetNumUnusedDirtyChunks() > m_UnusedDirtyChunksCap)
{
// Save if we have too many dirty unused chunks
SaveAllChunks();
}
}
}
void cWorld::TickWeather(float a_Dt)
{
UNUSED(a_Dt);
// There are no weather changes anywhere but in the Overworld:
if (GetDimension() != dimOverworld)
{
return;
}
if (m_WeatherInterval > 0)
{
// Not yet, wait for the weather period to end
m_WeatherInterval--;
}
else
{
// Change weather:
SetWeather(ChooseNewWeather());
}
if (m_Weather == eWeather_ThunderStorm)
{
// 0.5% chance per tick of thunderbolt
if (GetRandomProvider().RandBool(0.005))
{
CastThunderbolt({0, 0, 0}); // TODO: find random positions near players to cast thunderbolts.
}
}
}
void cWorld::TickMobs(std::chrono::milliseconds a_Dt)
{
// _X 2013_10_22: This is a quick fix for #283 - the world needs to be locked while ticking mobs
cWorld::cLock Lock(*this);
// before every Mob action, we have to count them depending on the distance to players, on their family ...
cMobCensus MobCensus;
m_ChunkMap->CollectMobCensus(MobCensus);
if (m_bAnimals)
{
// Spawning is enabled, spawn now:
static const cMonster::eFamily AllFamilies[] =
{
cMonster::mfHostile,
cMonster::mfPassive,
cMonster::mfAmbient,
cMonster::mfWater,
} ;
for (size_t i = 0; i < ARRAYCOUNT(AllFamilies); i++)
{
cMonster::eFamily Family = AllFamilies[i];
cTickTime SpawnDelay = cTickTime(cMonster::GetSpawnDelay(Family));
if (
(m_LastSpawnMonster[Family] > m_WorldAge - SpawnDelay) || // Not reached the needed ticks before the next round
MobCensus.IsCapped(Family)
)
{
continue;
}
m_LastSpawnMonster[Family] = std::chrono::duration_cast<cTickTimeLong>(m_WorldAge);
cMobSpawner Spawner(Family, m_AllowedMobs);
if (Spawner.CanSpawnAnything())
{
m_ChunkMap->SpawnMobs(Spawner);
// do the spawn
for (auto & Mob : Spawner.getSpawned())
{
SpawnMobFinalize(std::move(Mob));
}
}
} // for i - AllFamilies[]
} // if (Spawning enabled)
ForEachEntity([=](cEntity & a_Entity)
{
if (!a_Entity.IsMob())
{
return false;
}
if (!a_Entity.IsTicking())
{
return false;
}
auto & Monster = static_cast<cMonster &>(a_Entity);
ASSERT(Monster.GetParentChunk() != nullptr); // A ticking entity must have a valid parent chunk
// Tick close mobs
if (Monster.GetParentChunk()->HasAnyClients())
{
Monster.Tick(a_Dt, *(a_Entity.GetParentChunk()));
}
// Destroy far hostile mobs except if last target was a player
else if ((Monster.GetMobFamily() == cMonster::eFamily::mfHostile) && !Monster.WasLastTargetAPlayer())
{
if (Monster.GetMobType() != eMonsterType::mtWolf)
{
Monster.Destroy();
}
else
{
auto & Wolf = static_cast<cWolf &>(Monster);
if (!Wolf.IsAngry() && !Wolf.IsTame())
{
Monster.Destroy();
}
}
}
return false;
}
);
}
void cWorld::TickQueuedTasks(void)
{
// Move the tasks to be executed to a seperate vector to avoid deadlocks on accessing m_Tasks
decltype(m_Tasks) Tasks;
{
cCSLock Lock(m_CSTasks);
if (m_Tasks.empty())
{
return;
}
// Partition everything to be executed by returning false to move to end of list if time reached
auto MoveBeginIterator = std::partition(m_Tasks.begin(), m_Tasks.end(), [this](const decltype(m_Tasks)::value_type & a_Task)
{
const auto WorldAgeTicks = std::chrono::duration_cast<cTickTimeLong>(m_WorldAge).count();
return (a_Task.first >= WorldAgeTicks);
}
);
// Cut all the due tasks from m_Tasks into Tasks:
Tasks.insert(
Tasks.end(),
std::make_move_iterator(MoveBeginIterator),
std::make_move_iterator(m_Tasks.end())
);
m_Tasks.erase(MoveBeginIterator, m_Tasks.end());
}
// Execute each task:
for (const auto & Task : Tasks)
{
Task.second(*this);
} // for itr - m_Tasks[]
}
void cWorld::TickClients(float a_Dt)
{
cClientHandlePtrs RemoveClients;
{
cCSLock Lock(m_CSClients);
// Remove clients scheduled for removal:
for (auto itr = m_ClientsToRemove.begin(), end = m_ClientsToRemove.end(); itr != end; ++itr)
{
for (auto itrC = m_Clients.begin(), endC = m_Clients.end(); itrC != endC; ++itrC)
{
if (itrC->get() == *itr)
{
m_Clients.erase(itrC);
break;
}
}
} // for itr - m_ClientsToRemove[]
m_ClientsToRemove.clear();
// Add clients scheduled for adding:
for (auto itr = m_ClientsToAdd.begin(), end = m_ClientsToAdd.end(); itr != end; ++itr)
{
ASSERT(std::find(m_Clients.begin(), m_Clients.end(), *itr) == m_Clients.end());
m_Clients.push_back(*itr);
} // for itr - m_ClientsToRemove[]
m_ClientsToAdd.clear();
// Tick the clients, take out those that have been destroyed into RemoveClients
for (auto itr = m_Clients.begin(); itr != m_Clients.end();)
{
if ((*itr)->IsDestroyed())
{
// Remove the client later, when CS is not held, to avoid deadlock
RemoveClients.push_back(*itr);
itr = m_Clients.erase(itr);
continue;
}
(*itr)->Tick(a_Dt);
++itr;
} // for itr - m_Clients[]
}
// Delete the clients queued for removal:
RemoveClients.clear();
}
void cWorld::UpdateSkyDarkness(void)
{
int TempTime = std::chrono::duration_cast<cTickTime>(m_TimeOfDay).count();
if (TempTime <= TIME_SUNSET)
{
m_SkyDarkness = 0;
}
else if (TempTime <= TIME_NIGHT_START)
{
m_SkyDarkness = static_cast<NIBBLETYPE>((TIME_NIGHT_START - TempTime) / TIME_SPAWN_DIVISOR);
}
else if (TempTime <= TIME_NIGHT_END)
{
m_SkyDarkness = 8;
}
else
{
m_SkyDarkness = static_cast<NIBBLETYPE>((TIME_SUNRISE - TempTime) / TIME_SPAWN_DIVISOR);
}
}
void cWorld::WakeUpSimulators(Vector3i a_Block)
{
return m_ChunkMap->WakeUpSimulators(a_Block);
}
void cWorld::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ)
{
LOGWARNING("cWorld::WakeUpSimulatorsInArea(int, int, int) is deprecated, use cWorld::WakeUpSimulatorsInArea(Vector3i) instead.");
WakeUpSimulatorsInArea(cCuboid({a_MinBlockX, a_MinBlockY, a_MinBlockZ}, {a_MaxBlockX, a_MaxBlockY, a_MaxBlockZ}));
}
void cWorld::WakeUpSimulatorsInArea(const cCuboid & a_Area)
{
m_SimulatorManager->WakeUp(a_Area);
}
bool cWorld::ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback a_Callback)
{
return m_ChunkMap->ForEachBlockEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachBrewingstandInChunk(int a_ChunkX, int a_ChunkZ, cBrewingstandCallback a_Callback)
{
return m_ChunkMap->ForEachBrewingstandInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback a_Callback)
{
return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachDispenserInChunk(int a_ChunkX, int a_ChunkZ, cDispenserCallback a_Callback)
{
return m_ChunkMap->ForEachDispenserInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachDropperInChunk(int a_ChunkX, int a_ChunkZ, cDropperCallback a_Callback)
{
return m_ChunkMap->ForEachDropperInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachDropSpenserInChunk(int a_ChunkX, int a_ChunkZ, cDropSpenserCallback a_Callback)
{
return m_ChunkMap->ForEachDropSpenserInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback a_Callback)
{
return m_ChunkMap->ForEachFurnaceInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData)
{
cLock Lock(*this);
if (cPluginManager::Get()->CallHookExploding(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData) || (a_ExplosionSize <= 0))
{
return;
}
// TODO: Implement block hardiness
cVector3iArray BlocksAffected;
m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
auto & Random = GetRandomProvider();
auto SoundPitchMultiplier = 1.0f + (Random.RandReal(1.0f) - Random.RandReal(1.0f)) * 0.2f;
BroadcastSoundEffect("entity.generic.explode", Vector3d(a_BlockX, a_BlockY, a_BlockZ), 4.0f, SoundPitchMultiplier * 0.7f);
Vector3d ExplosionPos(a_BlockX, a_BlockY, a_BlockZ);
for (auto Player : m_Players)
{
cClientHandle * ch = Player->GetClientHandle();
if (ch == nullptr)
{
continue;
}
bool InRange = (Player->GetExplosionExposureRate(ExplosionPos, static_cast<float>(a_ExplosionSize)) > 0);
auto Speed = InRange ? Player->GetSpeed() : Vector3d{};
ch->SendExplosion({a_BlockX, a_BlockY, a_BlockZ}, static_cast<float>(a_ExplosionSize), BlocksAffected, Speed);
}
auto Position = Vector3d(a_BlockX, a_BlockY - 0.5f, a_BlockZ);
auto ParticleFormula = a_ExplosionSize * 0.33f;
auto Spread = ParticleFormula * 0.5f;
auto ParticleCount = std::min((ParticleFormula * 125), 600.0);
BroadcastParticleEffect("largesmoke", Position, Vector3f{}, static_cast<float>(Spread), static_cast<int>(ParticleCount));
Spread = ParticleFormula * 0.35f;
ParticleCount = std::min((ParticleFormula * 550), 1800.0);
BroadcastParticleEffect("explode", Position, Vector3f{}, static_cast<float>(Spread), static_cast<int>(ParticleCount));
cPluginManager::Get()->CallHookExploded(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData);
}
bool cWorld::DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback a_Callback)
{
return m_ChunkMap->DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback a_Callback)
{
return m_ChunkMap->DoWithBeaconAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithBedAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBedCallback a_Callback)
{
return m_ChunkMap->DoWithBedAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithBrewingstandAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBrewingstandCallback a_Callback)
{
return m_ChunkMap->DoWithBrewingstandAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithChestAt(int a_BlockX, int a_BlockY, int a_BlockZ, cChestCallback a_Callback)
{
return m_ChunkMap->DoWithChestAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithDispenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserCallback a_Callback)
{
return m_ChunkMap->DoWithDispenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithDropperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropperCallback a_Callback)
{
return m_ChunkMap->DoWithDropperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithDropSpenserAt(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserCallback a_Callback)
{
return m_ChunkMap->DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithFurnaceAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceCallback a_Callback)
{
return m_ChunkMap->DoWithFurnaceAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithHopperAt(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperCallback a_Callback)
{
return m_ChunkMap->DoWithHopperAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithNoteBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cNoteBlockCallback a_Callback)
{
return m_ChunkMap->DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cCommandBlockCallback a_Callback)
{
return m_ChunkMap->DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback a_Callback)
{
return m_ChunkMap->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback a_Callback)
{
return m_ChunkMap->DoWithFlowerPotAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback);
}
bool cWorld::GetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, AString & a_Line1, AString & a_Line2, AString & a_Line3, AString & a_Line4)
{
return m_ChunkMap->GetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}
bool cWorld::DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback a_Callback)
{
return m_ChunkMap->DoWithChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::DoWithChunkAt(Vector3i a_BlockPos, cChunkCallback a_Callback)
{
return m_ChunkMap->DoWithChunkAt(a_BlockPos, a_Callback);
}
bool cWorld::GrowTree(const Vector3i a_BlockPos)
{
if (GetBlock(a_BlockPos) == E_BLOCK_SAPLING)
{
// There is a sapling here, grow a tree according to its type:
return GrowTreeFromSapling(a_BlockPos);
}
else
{
// There is nothing here, grow a tree based on the current biome here:
return GrowTreeByBiome(a_BlockPos);
}
}
bool cWorld::GrowTreeFromSapling(Vector3i a_BlockPos)
{
cNoise Noise(m_Generator.GetSeed());
sSetBlockVector Logs, Other;
auto WorldAge = static_cast<int>(std::chrono::duration_cast<cTickTimeLong>(m_WorldAge).count() & 0xffffffff);
auto SaplingMeta = GetBlockMeta(a_BlockPos);
switch (SaplingMeta & 0x07)
{
case E_META_SAPLING_APPLE: GetAppleTreeImage (a_BlockPos, Noise, WorldAge, Logs, Other); break;
case E_META_SAPLING_BIRCH: GetBirchTreeImage (a_BlockPos, Noise, WorldAge, Logs, Other); break;
case E_META_SAPLING_CONIFER:
{
bool IsLarge = GetLargeTreeAdjustment(a_BlockPos, SaplingMeta);
GetConiferTreeImage(a_BlockPos, Noise, WorldAge, Logs, Other, IsLarge);
break;
}
case E_META_SAPLING_ACACIA: GetAcaciaTreeImage (a_BlockPos, Noise, WorldAge, Logs, Other); break;
case E_META_SAPLING_JUNGLE:
{
bool IsLarge = GetLargeTreeAdjustment(a_BlockPos, SaplingMeta);
GetJungleTreeImage(a_BlockPos, Noise, WorldAge, Logs, Other, IsLarge);
break;
}
case E_META_SAPLING_DARK_OAK:
{
if (!GetLargeTreeAdjustment(a_BlockPos, SaplingMeta))
{
return false;
}
GetDarkoakTreeImage(a_BlockPos, Noise, WorldAge, Logs, Other);
break;
}
}
Other.insert(Other.begin(), Logs.begin(), Logs.end());
Logs.clear();
return GrowTreeImage(Other);
}
bool cWorld::GetLargeTreeAdjustment(Vector3i & a_BlockPos, NIBBLETYPE a_Meta)
{
bool IsLarge = true;
a_Meta = a_Meta & 0x07;
// Check to see if we are the northwest corner
for (int x = 0; x < 2; ++x)
{
for (int z = 0; z < 2; ++z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
GetBlockTypeMeta(a_BlockPos.addedXZ(x, z), type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((meta & 0x07) == a_Meta);
}
}
if (IsLarge)
{
return true;
}
IsLarge = true;
// Check to see if we are the southwest corner
for (int x = 0; x < 2; ++x)
{
for (int z = 0; z > -2; --z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
GetBlockTypeMeta(a_BlockPos.addedXZ(x, z), type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((meta & 0x07) == a_Meta);
}
}
if (IsLarge)
{
--a_BlockPos.z;
return true;
}
IsLarge = true;
// Check to see if we are the southeast corner
for (int x = 0; x > -2; --x)
{
for (int z = 0; z > -2; --z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
GetBlockTypeMeta(a_BlockPos.addedXZ(x, z), type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((meta & 0x07) == a_Meta);
}
}
if (IsLarge)
{
--a_BlockPos.x;
--a_BlockPos.z;
return true;
}
IsLarge = true;
// Check to see if we are the northeast corner
for (int x = 0; x > -2; --x)
{
for (int z = 0; z < 2; ++z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
GetBlockTypeMeta(a_BlockPos.addedXZ(x, z), type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((meta & 0x07) == a_Meta);
}
}
if (IsLarge)
{
--a_BlockPos.x;
}
return IsLarge;
}
bool cWorld::GrowTreeByBiome(const Vector3i a_BlockPos)
{
cNoise Noise(m_Generator.GetSeed());
sSetBlockVector Logs, Other;
auto seq = static_cast<int>(std::chrono::duration_cast<cTickTimeLong>(m_WorldAge).count() & 0xffffffff);
GetTreeImageByBiome(a_BlockPos, Noise, seq, GetBiomeAt(a_BlockPos.x, a_BlockPos.z), Logs, Other);
Other.insert(Other.begin(), Logs.begin(), Logs.end());
Logs.clear();
return GrowTreeImage(Other);
}
bool cWorld::GrowTreeImage(const sSetBlockVector & a_Blocks)
{
// Check that the tree has place to grow
// Make a copy of the log blocks:
sSetBlockVector b2;
for (sSetBlockVector::const_iterator itr = a_Blocks.begin(); itr != a_Blocks.end(); ++itr)
{
if (itr->m_BlockType == E_BLOCK_LOG)
{
b2.push_back(*itr);
}
} // for itr - a_Blocks[]
// Query blocktypes and metas at those log blocks:
if (!GetBlocks(b2, false))
{
return false;
}
// Check that at each log's coord there's an block allowed to be overwritten:
for (sSetBlockVector::const_iterator itr = b2.begin(); itr != b2.end(); ++itr)
{
switch (itr->m_BlockType)
{
CASE_TREE_ALLOWED_BLOCKS:
{
break;
}
default:
{
return false;
}
}
} // for itr - b2[]
// All ok, replace blocks with the tree image:
m_ChunkMap->ReplaceTreeBlocks(a_Blocks);
return true;
}
int cWorld::GrowPlantAt(Vector3i a_BlockPos, int a_NumStages)
{
return m_ChunkMap->GrowPlantAt(a_BlockPos, a_NumStages);
}
bool cWorld::GrowRipePlant(Vector3i a_BlockPos)
{
return (GrowPlantAt(a_BlockPos, 16) > 0);
}
int cWorld::GrowCactus(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
LOGWARNING("cWorld::GrowCactus is obsolete, use cWorld::GrowPlantAt instead");
return m_ChunkMap->GrowPlantAt({a_BlockX, a_BlockY, a_BlockZ});
}
bool cWorld::GrowMelonPumpkin(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
{
LOGWARNING("cWorld::GrowMelonPumpkin is obsolete, use cWorld::GrowPlantAt instead");
return (m_ChunkMap->GrowPlantAt({a_BlockX, a_BlockY, a_BlockZ}, 16) > 0); // 8 stages for the stem, 8 attempts for the produce
}
int cWorld::GrowSugarcane(int a_BlockX, int a_BlockY, int a_BlockZ, int a_NumBlocksToGrow)
{
LOGWARNING("cWorld::GrowSugarcane is obsolete, use cWorld::GrowPlantAt instead");
return m_ChunkMap->GrowPlantAt({a_BlockX, a_BlockY, a_BlockZ}, a_NumBlocksToGrow);
}
EMCSBiome cWorld::GetBiomeAt (int a_BlockX, int a_BlockZ)
{
return m_ChunkMap->GetBiomeAt(a_BlockX, a_BlockZ);
}
bool cWorld::SetBiomeAt(int a_BlockX, int a_BlockZ, EMCSBiome a_Biome)
{
return m_ChunkMap->SetBiomeAt(a_BlockX, a_BlockZ, a_Biome);
}
bool cWorld::SetAreaBiome(int a_MinX, int a_MaxX, int a_MinZ, int a_MaxZ, EMCSBiome a_Biome)
{
return m_ChunkMap->SetAreaBiome(a_MinX, a_MaxX, a_MinZ, a_MaxZ, a_Biome);
}
bool cWorld::SetAreaBiome(const cCuboid & a_Area, EMCSBiome a_Biome)
{
return SetAreaBiome(
std::min(a_Area.p1.x, a_Area.p2.x), std::max(a_Area.p1.x, a_Area.p2.x),
std::min(a_Area.p1.z, a_Area.p2.z), std::max(a_Area.p1.z, a_Area.p2.z),
a_Biome
);
}
void cWorld::SetMaxViewDistance(int a_MaxViewDistance)
{
m_MaxViewDistance = Clamp(a_MaxViewDistance, cClientHandle::MIN_VIEW_DISTANCE, cClientHandle::MAX_VIEW_DISTANCE);
}
void cWorld::SetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
m_ChunkMap->SetBlock(a_BlockPos, a_BlockType, a_BlockMeta);
}
void cWorld::SetBlockMeta(Vector3i a_BlockPos, NIBBLETYPE a_MetaData)
{
m_ChunkMap->SetBlockMeta(a_BlockPos, a_MetaData);
}
NIBBLETYPE cWorld::GetBlockSkyLight(Vector3i a_BlockPos)
{
return m_ChunkMap->GetBlockSkyLight(a_BlockPos);
}
NIBBLETYPE cWorld::GetBlockBlockLight(Vector3i a_BlockPos)
{
return m_ChunkMap->GetBlockBlockLight(a_BlockPos);
}
bool cWorld::GetBlockTypeMeta(Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
return m_ChunkMap->GetBlockTypeMeta(a_BlockPos, a_BlockType, a_BlockMeta);
}
bool cWorld::GetBlockInfo(Vector3i a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight)
{
return m_ChunkMap->GetBlockInfo(a_BlockPos, a_BlockType, a_Meta, a_SkyLight, a_BlockLight);
}
bool cWorld::WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes)
{
return m_ChunkMap->WriteBlockArea(a_Area, a_MinBlockX, a_MinBlockY, a_MinBlockZ, a_DataTypes);
}
void cWorld::SpawnItemPickups(const cItems & a_Pickups, Vector3i a_BlockPos, double a_FlyAwaySpeed, bool a_IsPlayerCreated)
{
auto & random = GetRandomProvider();
auto microX = random.RandReal<double>(0, 1);
auto microZ = random.RandReal<double>(0, 1);
return SpawnItemPickups(a_Pickups, Vector3d(microX, 0, microZ) + a_BlockPos, a_FlyAwaySpeed, a_IsPlayerCreated);
}
void cWorld::SpawnItemPickups(const cItems & a_Pickups, Vector3d a_Pos, double a_FlyAwaySpeed, bool a_IsPlayerCreated)
{
auto & Random = GetRandomProvider();
a_FlyAwaySpeed /= 100; // Pre-divide, so that we don't have to divide each time inside the loop
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
if (!IsValidItem(itr->m_ItemType) || (itr->m_ItemType == E_BLOCK_AIR))
{
// Don't spawn pickup if item isn't even valid; should prevent client crashing too
continue;
}
float SpeedX = static_cast<float>(a_FlyAwaySpeed * Random.RandInt(-10, 10));
float SpeedY = static_cast<float>(a_FlyAwaySpeed * Random.RandInt(40, 50));
float SpeedZ = static_cast<float>(a_FlyAwaySpeed * Random.RandInt(-10, 10));
auto Pickup = std::make_unique<cPickup>(a_Pos, *itr, a_IsPlayerCreated, Vector3f{SpeedX, SpeedY, SpeedZ});
auto PickupPtr = Pickup.get();
PickupPtr->Initialize(std::move(Pickup), *this);
}
}
void cWorld::SpawnItemPickups(const cItems & a_Pickups, Vector3d a_Pos, Vector3d a_Speed, bool a_IsPlayerCreated)
{
for (cItems::const_iterator itr = a_Pickups.begin(); itr != a_Pickups.end(); ++itr)
{
if (!IsValidItem(itr->m_ItemType) || (itr->m_ItemType == E_BLOCK_AIR))
{
continue;
}
auto pickup = std::make_unique<cPickup>(a_Pos, *itr, a_IsPlayerCreated, a_Speed);
auto pickupPtr = pickup.get();
pickupPtr->Initialize(std::move(pickup), *this);
}
}
UInt32 cWorld::SpawnItemPickup(Vector3d a_Pos, const cItem & a_Item, Vector3f a_Speed, int a_LifetimeTicks, bool a_CanCombine)
{
auto pickup = std::make_unique<cPickup>(a_Pos, a_Item, false, a_Speed, a_LifetimeTicks, a_CanCombine);
auto pickupPtr = pickup.get();
if (!pickupPtr->Initialize(std::move(pickup), *this))
{
return cEntity::INVALID_ID;
}
return pickupPtr->GetUniqueID();
}
UInt32 cWorld::SpawnFallingBlock(Vector3d a_Pos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
auto fallingBlock = std::make_unique<cFallingBlock>(a_Pos, a_BlockType, a_BlockMeta);
auto fallingBlockPtr = fallingBlock.get();
auto ID = fallingBlock->GetUniqueID();
if (!fallingBlockPtr->Initialize(std::move(fallingBlock), *this))
{
return cEntity::INVALID_ID;
}
return ID;
}
UInt32 cWorld::SpawnExperienceOrb(Vector3d a_Pos, int a_Reward)
{
if (a_Reward < 1)
{
LOGWARNING("%s: Attempting to create an experience orb with non-positive reward!", __FUNCTION__);
return cEntity::INVALID_ID;
}
auto expOrb = std::make_unique<cExpOrb>(a_Pos, a_Reward);
auto expOrbPtr = expOrb.get();
if (!expOrbPtr->Initialize(std::move(expOrb), *this))
{
return cEntity::INVALID_ID;
}
return expOrbPtr->GetUniqueID();
}
std::vector<UInt32> cWorld::SpawnSplitExperienceOrbs(Vector3d a_Pos, int a_Reward)
{
std::vector<UInt32> OrbsID;
if (a_Reward < 1)
{
LOGWARNING("%s: Attempting to create an experience orb with non-positive reward!", __FUNCTION__);
return OrbsID;
}
std::vector<int> Rewards = cExpOrb::Split(a_Reward);
// Check generate number to decide speed limit (distribute range)
float SpeedLimit = static_cast<float>((Rewards.size() / 2) + 5);
if (SpeedLimit > 10)
{
SpeedLimit = 10;
}
auto & Random = GetRandomProvider();
for (auto Reward : Rewards)
{
auto ExpOrb = std::make_unique<cExpOrb>(a_Pos, Reward);
auto ExpOrbPtr = ExpOrb.get();
double SpeedX = Random.RandReal(-SpeedLimit, SpeedLimit);
double SpeedY = Random.RandReal(0.5);
double SpeedZ = Random.RandReal(-SpeedLimit, SpeedLimit);
ExpOrbPtr->SetSpeed(SpeedX, SpeedY, SpeedZ);
UInt32 Id = ExpOrbPtr->GetUniqueID();
if (ExpOrbPtr->Initialize(std::move(ExpOrb), *this))
{
OrbsID.push_back(Id);
}
}
return OrbsID;
}
UInt32 cWorld::SpawnMinecart(Vector3d a_Pos, int a_MinecartType, const cItem & a_Content, int a_BlockHeight)
{
std::unique_ptr<cMinecart> Minecart;
switch (a_MinecartType)
{
case E_ITEM_MINECART: Minecart = std::make_unique<cRideableMinecart> (a_Pos, a_Content, a_BlockHeight); break;
case E_ITEM_CHEST_MINECART: Minecart = std::make_unique<cMinecartWithChest> (a_Pos); break;
case E_ITEM_FURNACE_MINECART: Minecart = std::make_unique<cMinecartWithFurnace>(a_Pos); break;
case E_ITEM_MINECART_WITH_TNT: Minecart = std::make_unique<cMinecartWithTNT> (a_Pos); break;
case E_ITEM_MINECART_WITH_HOPPER: Minecart = std::make_unique<cMinecartWithHopper> (a_Pos); break;
default:
{
return cEntity::INVALID_ID;
}
} // switch (a_MinecartType)
auto MinecartPtr = Minecart.get();
if (!MinecartPtr->Initialize(std::move(Minecart), *this))
{
return cEntity::INVALID_ID;
}
return MinecartPtr->GetUniqueID();
}
UInt32 cWorld::SpawnBoat(Vector3d a_Pos, cBoat::eMaterial a_Material)
{
auto Boat = std::make_unique<cBoat>(a_Pos, a_Material);
auto BoatPtr = Boat.get();
if (!BoatPtr->Initialize(std::move(Boat), *this))
{
return cEntity::INVALID_ID;
}
return BoatPtr->GetUniqueID();
}
UInt32 cWorld::SpawnPrimedTNT(Vector3d a_Pos, int a_FuseTicks, double a_InitialVelocityCoeff, bool a_ShouldPlayFuseSound)
{
auto TNT = std::make_unique<cTNTEntity>(a_Pos, a_FuseTicks);
auto TNTPtr = TNT.get();
if (!TNTPtr->Initialize(std::move(TNT), *this))
{
return cEntity::INVALID_ID;
}
if (a_ShouldPlayFuseSound)
{
BroadcastSoundEffect("entity.tnt.primed", a_Pos, 1.0f, 1.0f);
}
auto & Random = GetRandomProvider();
TNTPtr->SetSpeed(
a_InitialVelocityCoeff * Random.RandReal(-0.5f, 0.5f),
a_InitialVelocityCoeff * 2,
a_InitialVelocityCoeff * Random.RandReal(-0.5f, 0.5f)
);
return TNTPtr->GetUniqueID();
}
void cWorld::PlaceBlock(const Vector3i a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
{
SetBlock(a_Position, a_BlockType, a_BlockMeta);
cChunkInterface ChunkInterface(GetChunkMap());
cBlockInfo::GetHandler(a_BlockType)->OnPlaced(ChunkInterface, *this, a_Position, a_BlockType, a_BlockMeta);
}
bool cWorld::GetBlocks(sSetBlockVector & a_Blocks, bool a_ContinueOnFailure)
{
return m_ChunkMap->GetBlocks(a_Blocks, a_ContinueOnFailure);
}
bool cWorld::DigBlock(Vector3i a_BlockPos)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta);
if (!m_ChunkMap->DigBlock(a_BlockPos))
{
return false;
}
cChunkInterface ChunkInterface(GetChunkMap());
cBlockInfo::GetHandler(BlockType)->OnBroken(ChunkInterface, *this, a_BlockPos, BlockType, BlockMeta);
return true;
}
bool cWorld::DropBlockAsPickups(Vector3i a_BlockPos, const cEntity * a_Digger, const cItem * a_Tool)
{
auto pickups = PickupsFromBlock(a_BlockPos, a_Digger, a_Tool);
if (!DigBlock(a_BlockPos))
{
return false;
}
SpawnItemPickups(pickups, Vector3d(0.5, 0.5, 0.5) + a_BlockPos, 10);
return true;
}
cItems cWorld::PickupsFromBlock(Vector3i a_BlockPos, const cEntity * a_Digger, const cItem * a_Tool)
{
return m_ChunkMap->PickupsFromBlock(a_BlockPos, a_Digger, a_Tool);
}
void cWorld::SendBlockTo(int a_X, int a_Y, int a_Z, cPlayer & a_Player)
{
m_ChunkMap->SendBlockTo(a_X, a_Y, a_Z, a_Player);
}
int cWorld::GetHeight(int a_X, int a_Z)
{
return m_ChunkMap->GetHeight(a_X, a_Z);
}
bool cWorld::TryGetHeight(int a_BlockX, int a_BlockZ, int & a_Height)
{
return m_ChunkMap->TryGetHeight(a_BlockX, a_BlockZ, a_Height);
}
void cWorld::SendBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cClientHandle & a_Client)
{
m_ChunkMap->SendBlockEntity(a_BlockX, a_BlockY, a_BlockZ, a_Client);
}
void cWorld::MarkChunkDirty(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkDirty(a_ChunkX, a_ChunkZ);
}
void cWorld::MarkChunkSaving(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaving(a_ChunkX, a_ChunkZ);
}
void cWorld::MarkChunkSaved (int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkSaved (a_ChunkX, a_ChunkZ);
}
void cWorld::QueueSetChunkData(cSetChunkDataPtr a_SetChunkData)
{
// Validate biomes, if needed:
if (!a_SetChunkData->AreBiomesValid())
{
// The biomes are not assigned, get them from the generator:
m_Generator.GenerateBiomes({a_SetChunkData->GetChunkX(), a_SetChunkData->GetChunkZ()}, a_SetChunkData->GetBiomes());
a_SetChunkData->MarkBiomesValid();
}
// Validate heightmap, if needed:
if (!a_SetChunkData->IsHeightMapValid())
{
a_SetChunkData->CalculateHeightMap();
}
// Store a copy of the data in the queue:
// TODO: If the queue is too large, wait for it to get processed. Not likely, though.
cCSLock Lock(m_CSSetChunkDataQueue);
m_SetChunkDataQueue.emplace_back(std::move(a_SetChunkData));
}
void cWorld::SetChunkData(cSetChunkData & a_SetChunkData)
{
ASSERT(a_SetChunkData.AreBiomesValid());
ASSERT(a_SetChunkData.IsHeightMapValid());
m_ChunkMap->SetChunkData(a_SetChunkData);
// Initialize the entities (outside the m_ChunkMap's CS, to fix FS #347):
for (auto & Entity : a_SetChunkData.GetEntities())
{
auto EntityPtr = Entity.get();
EntityPtr->Initialize(std::move(Entity), *this);
}
// If a client is requesting this chunk, send it to them:
int ChunkX = a_SetChunkData.GetChunkX();
int ChunkZ = a_SetChunkData.GetChunkZ();
cChunkSender & ChunkSender = m_ChunkSender;
DoWithChunk(
ChunkX, ChunkZ,
[&ChunkSender] (cChunk & a_Chunk) -> bool
{
if (a_Chunk.HasAnyClients())
{
ChunkSender.QueueSendChunkTo(
a_Chunk.GetPosX(),
a_Chunk.GetPosZ(),
cChunkSender::E_CHUNK_PRIORITY_MEDIUM,
a_Chunk.GetAllClients()
);
}
return true;
}
);
// Save the chunk right after generating, so that we don't have to generate it again on next run
// If saving is disabled, then the chunk was marked dirty so it will get
// saved if saving is later enabled.
if (a_SetChunkData.ShouldMarkDirty() && IsSavingEnabled())
{
m_Storage.QueueSaveChunk(ChunkX, ChunkZ);
}
}
void cWorld::ChunkLighted(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BlockNibbles & a_BlockLight,
const cChunkDef::BlockNibbles & a_SkyLight
)
{
m_ChunkMap->ChunkLighted(a_ChunkX, a_ChunkZ, a_BlockLight, a_SkyLight);
}
bool cWorld::GetChunkData(cChunkCoords a_Coords, cChunkDataCallback & a_Callback) const
{
return m_ChunkMap->GetChunkData(a_Coords, a_Callback);
}
bool cWorld::GetChunkBlockTypes(int a_ChunkX, int a_ChunkZ, BLOCKTYPE * a_BlockTypes)
{
return m_ChunkMap->GetChunkBlockTypes(a_ChunkX, a_ChunkZ, a_BlockTypes);
}
bool cWorld::IsChunkQueued(int a_ChunkX, int a_ChunkZ) const
{
return m_ChunkMap->IsChunkQueued(a_ChunkX, a_ChunkZ);
}
bool cWorld::IsChunkValid(int a_ChunkX, int a_ChunkZ) const
{
return m_ChunkMap->IsChunkValid(a_ChunkX, a_ChunkZ);
}
bool cWorld::HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const
{
return m_ChunkMap->HasChunkAnyClients(a_ChunkX, a_ChunkZ);
}
void cWorld::UnloadUnusedChunks(void)
{
m_LastChunkCheck = std::chrono::duration_cast<cTickTimeLong>(m_WorldAge);
m_ChunkMap->UnloadUnusedChunks();
}
void cWorld::QueueUnloadUnusedChunks(void)
{
QueueTask([](cWorld & a_World) { a_World.UnloadUnusedChunks(); });
}
void cWorld::CollectPickupsByPlayer(cPlayer & a_Player)
{
m_ChunkMap->CollectPickupsByPlayer(a_Player);
}
void cWorld::AddPlayer(std::unique_ptr<cPlayer> a_Player, cWorld * a_OldWorld)
{
cCSLock Lock(m_CSPlayersToAdd);
m_PlayersToAdd.emplace_back(std::move(a_Player), a_OldWorld);
}
std::unique_ptr<cPlayer> cWorld::RemovePlayer(cPlayer & a_Player)
{
// Check the chunkmap
std::unique_ptr<cPlayer> PlayerPtr(static_cast<cPlayer *>(m_ChunkMap->RemoveEntity(a_Player).release()));
if (PlayerPtr != nullptr)
{
// Player found in the world, tell it it's being removed
PlayerPtr->OnRemoveFromWorld(*this);
}
else // Check the awaiting players list
{
cCSLock Lock(m_CSPlayersToAdd);
auto itr = std::find_if(m_PlayersToAdd.begin(), m_PlayersToAdd.end(),
[&](const decltype(m_PlayersToAdd)::value_type & value)
{
return (value.first.get() == &a_Player);
}
);
if (itr != m_PlayersToAdd.end())
{
PlayerPtr = std::move(itr->first);
m_PlayersToAdd.erase(itr);
}
}
// Remove from the player list
{
cLock Lock(*this);
LOGD("Removing player %s from world \"%s\"", a_Player.GetName().c_str(), m_WorldName.c_str());
m_Players.remove(&a_Player);
}
// Remove the player's client from the list of clients to be ticked:
cClientHandle * Client = a_Player.GetClientHandle();
if (Client != nullptr)
{
Client->RemoveFromWorld();
m_ChunkMap->RemoveClientFromChunks(Client);
cCSLock Lock(m_CSClients);
m_ClientsToRemove.push_back(Client);
}
return PlayerPtr;
}
#ifdef _DEBUG
bool cWorld::IsPlayerReferencedInWorldOrChunk(cPlayer & a_Player)
{
{
cLock lock(*this);
auto * Chunk = a_Player.GetParentChunk();
if (Chunk && Chunk->HasEntity(a_Player.GetUniqueID()))
{
return true;
}
}
{
cCSLock Lock(m_CSPlayersToAdd);
if (std::find_if(
m_PlayersToAdd.begin(), m_PlayersToAdd.end(),
[&a_Player](const cAwaitingPlayerList::value_type & Item) { return Item.first.get() == &a_Player; }) != m_PlayersToAdd.end()
)
{
return true;
}
}
{
cLock Lock(*this);
if (std::find(m_Players.begin(), m_Players.end(), &a_Player) != m_Players.end())
{
return true;
}
}
{
cCSLock Lock(m_CSEntitiesToAdd);
if (std::find(m_ClientsToAdd.begin(), m_ClientsToAdd.end(), a_Player.GetClientHandlePtr()) != m_ClientsToAdd.end())
{
return true;
}
}
{
cCSLock Lock(m_CSClients);
if (std::find(m_Clients.begin(), m_Clients.end(), a_Player.GetClientHandlePtr()) != m_Clients.end())
{
return true;
}
}
// Assume OK if in ClientsToRemove or PlayersToRemove
return false;
}
#endif
bool cWorld::ForEachPlayer(cPlayerListCallback a_Callback)
{
// Calls the callback for each player in the list
cLock Lock(*this);
for (auto & Player : m_Players)
{
if (Player->IsTicking() && a_Callback(*Player))
{
return false;
}
} // for itr - m_Players[]
return true;
}
bool cWorld::DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback a_Callback)
{
// Calls the callback for the specified player in the list
cLock Lock(*this);
for (auto & Player : m_Players)
{
if (Player->IsTicking() && (NoCaseCompare(Player->GetName(), a_PlayerName) == 0))
{
a_Callback(*Player);
return true;
}
} // for itr - m_Players[]
return false;
}
bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback a_Callback)
{
cPlayer * BestMatch = nullptr;
size_t BestRating = 0;
size_t NameLength = a_PlayerNameHint.length();
cLock Lock(*this);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
if (!(*itr)->IsTicking())
{
continue;
}
size_t Rating = RateCompareString (a_PlayerNameHint, (*itr)->GetName());
if (Rating >= BestRating)
{
BestMatch = *itr;
BestRating = Rating;
}
if (Rating == NameLength) // Perfect match
{
break;
}
} // for itr - m_Players[]
if (BestMatch != nullptr)
{
return a_Callback(*BestMatch);
}
return false;
}
bool cWorld::DoWithPlayerByUUID(const cUUID & a_PlayerUUID, cPlayerListCallback a_Callback)
{
cLock Lock(*this);
for (auto & Player : m_Players)
{
if (Player->IsTicking() && (Player->GetUUID() == a_PlayerUUID))
{
return a_Callback(*Player);
}
}
return false;
}
bool cWorld::DoWithNearestPlayer(Vector3d a_Pos, double a_RangeLimit, cPlayerListCallback a_Callback, bool a_CheckLineOfSight, bool a_IgnoreSpectator)
{
double ClosestDistance = a_RangeLimit;
cPlayer * ClosestPlayer = nullptr;
cLock Lock(*this);
for (cPlayerList::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
if (!(*itr)->IsTicking())
{
continue;
}
if (a_IgnoreSpectator && (*itr)->IsGameModeSpectator())
{
continue;
}
Vector3f Pos = (*itr)->GetPosition();
double Distance = (Pos - a_Pos).Length();
// If the player is too far, skip them:
if (Distance > ClosestDistance)
{
continue;
}
// Check LineOfSight, if requested:
if (
a_CheckLineOfSight &&
!cLineBlockTracer::LineOfSightTrace(*this, a_Pos, Pos, cLineBlockTracer::losAirWater)
)
{
continue;
}
ClosestDistance = Distance;
ClosestPlayer = *itr;
}
if (ClosestPlayer)
{
return a_Callback(*ClosestPlayer);
}
else
{
return false;
}
}
void cWorld::SendPlayerList(cPlayer * a_DestPlayer)
{
// Sends the playerlist to a_DestPlayer
cLock Lock(*this);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch != nullptr) && !ch->IsDestroyed())
{
a_DestPlayer->GetClientHandle()->SendPlayerListAddPlayer(*(*itr));
}
}
}
bool cWorld::ForEachEntity(cEntityCallback a_Callback)
{
return m_ChunkMap->ForEachEntity(a_Callback);
}
bool cWorld::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback a_Callback)
{
return m_ChunkMap->ForEachEntityInChunk(a_ChunkX, a_ChunkZ, a_Callback);
}
bool cWorld::ForEachEntityInBox(const cBoundingBox & a_Box, cEntityCallback a_Callback)
{
return m_ChunkMap->ForEachEntityInBox(a_Box, a_Callback);
}
bool cWorld::DoWithEntityByID(UInt32 a_UniqueID, cEntityCallback a_Callback)
{
// First check the entities-to-add:
{
cCSLock Lock(m_CSEntitiesToAdd);
for (const auto & ent: m_EntitiesToAdd)
{
if (ent->GetUniqueID() == a_UniqueID)
{
a_Callback(*ent);
return true;
}
} // for ent - m_EntitiesToAdd[]
}
// Then check the chunkmap:
return m_ChunkMap->DoWithEntityByID(a_UniqueID, a_Callback);
}
void cWorld::CompareChunkClients(int a_ChunkX1, int a_ChunkZ1, int a_ChunkX2, int a_ChunkZ2, cClientDiffCallback & a_Callback)
{
m_ChunkMap->CompareChunkClients(a_ChunkX1, a_ChunkZ1, a_ChunkX2, a_ChunkZ2, a_Callback);
}
bool cWorld::AddChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
return m_ChunkMap->AddChunkClient(a_ChunkX, a_ChunkZ, a_Client);
}
void cWorld::RemoveChunkClient(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Client)
{
m_ChunkMap->RemoveChunkClient(a_ChunkX, a_ChunkZ, a_Client);
}
void cWorld::RemoveClientFromChunks(cClientHandle * a_Client)
{
m_ChunkMap->RemoveClientFromChunks(a_Client);
}
void cWorld::SendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
{
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
}
void cWorld::ForceSendChunkTo(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority, cClientHandle * a_Client)
{
a_Client->AddWantedChunk(a_ChunkX, a_ChunkZ);
m_ChunkSender.QueueSendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, a_Client);
}
void cWorld::RemoveClientFromChunkSender(cClientHandle * a_Client)
{
m_ChunkSender.RemoveClient(a_Client);
}
void cWorld::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter)
{
m_ChunkMap->PrepareChunk(a_ChunkX, a_ChunkZ, std::move(a_CallAfter));
}
void cWorld::ChunkLoadFailed(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->ChunkLoadFailed(a_ChunkX, a_ChunkZ);
}
bool cWorld::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)
{
AString Line1(a_Line1);
AString Line2(a_Line2);
AString Line3(a_Line3);
AString Line4(a_Line4);
if (cRoot::Get()->GetPluginManager()->CallHookUpdatingSign(*this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player))
{
return false;
}
if (m_ChunkMap->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4))
{
cRoot::Get()->GetPluginManager()->CallHookUpdatedSign(*this, a_BlockX, a_BlockY, a_BlockZ, Line1, Line2, Line3, Line4, a_Player);
return true;
}
return false;
}
bool cWorld::SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command)
{
return DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, [&](cCommandBlockEntity & a_CommandBlock)
{
a_CommandBlock.SetCommand(a_Command);
return false;
}
);
}
bool cWorld::IsTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ)
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta);
if ((Block != E_BLOCK_TRAPDOOR) && (Block != E_BLOCK_IRON_TRAPDOOR))
{
return false;
}
return (Meta & 0x4) > 0;
}
bool cWorld::SetTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_Open)
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta);
if ((Block != E_BLOCK_TRAPDOOR) && (Block != E_BLOCK_IRON_TRAPDOOR))
{
return false;
}
bool IsOpen = (Meta & 0x4) != 0;
if (a_Open != IsOpen)
{
SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta ^ 0x4);
BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_TRAPDOOR_OPEN, {a_BlockX, a_BlockY, a_BlockZ}, 0);
return true;
}
return false;
}
void cWorld::RegenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->MarkChunkRegenerating(a_ChunkX, a_ChunkZ);
m_Generator.QueueGenerateChunk({a_ChunkX, a_ChunkZ}, true);
}
void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
m_ChunkMap->GenerateChunk(a_ChunkX, a_ChunkZ);
}
void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback)
{
m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, std::move(a_Callback));
}
bool cWorld::IsChunkLighted(int a_ChunkX, int a_ChunkZ)
{
return m_ChunkMap->IsChunkLighted(a_ChunkX, a_ChunkZ);
}
bool cWorld::ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback)
{
return m_ChunkMap->ForEachChunkInRect(a_MinChunkX, a_MaxChunkX, a_MinChunkZ, a_MaxChunkZ, a_Callback);
}
bool cWorld::ForEachLoadedChunk(cFunctionRef<bool(int, int)> a_Callback)
{
return m_ChunkMap->ForEachLoadedChunk(a_Callback);
}
void cWorld::SaveAllChunks(void)
{
if (IsSavingEnabled())
{
m_LastSave = std::chrono::duration_cast<cTickTimeLong>(m_WorldAge);
m_ChunkMap->SaveAllChunks();
}
}
void cWorld::QueueSaveAllChunks(void)
{
QueueTask([](cWorld & a_World) { a_World.SaveAllChunks(); });
}
void cWorld::QueueTask(std::function<void(cWorld &)> a_Task)
{
cCSLock Lock(m_CSTasks);
m_Tasks.emplace_back(0, std::move(a_Task));
}
void cWorld::ScheduleTask(int a_DelayTicks, std::function<void (cWorld &)> a_Task)
{
Int64 TargetTick = a_DelayTicks + std::chrono::duration_cast<cTickTimeLong>(m_WorldAge).count();
// Insert the task into the list of scheduled tasks
{
cCSLock Lock(m_CSTasks);
m_Tasks.emplace_back(TargetTick, std::move(a_Task));
}
}
void cWorld::AddEntity(OwnedEntity a_Entity)
{
cCSLock Lock(m_CSEntitiesToAdd);
m_EntitiesToAdd.emplace_back(std::move(a_Entity));
}
bool cWorld::HasEntity(UInt32 a_UniqueID)
{
// Check if the entity is in the queue to be added to the world:
{
cCSLock Lock(m_CSEntitiesToAdd);
for (cEntityList::const_iterator itr = m_EntitiesToAdd.begin(), end = m_EntitiesToAdd.end(); itr != end; ++itr)
{
if ((*itr)->GetUniqueID() == a_UniqueID)
{
return true;
}
} // for itr - m_EntitiesToAdd[]
}
// Check if the entity is in the chunkmap:
if (m_ChunkMap.get() == nullptr)
{
// Chunkmap has already been destroyed, there are no entities anymore.
return false;
}
return m_ChunkMap->HasEntity(a_UniqueID);
}
OwnedEntity cWorld::RemoveEntity(cEntity & a_Entity)
{
// Check if the entity is in the chunkmap:
auto Entity = m_ChunkMap->RemoveEntity(a_Entity);
if (Entity != nullptr)
{
Entity->OnRemoveFromWorld(*this);
return Entity;
}
// Check if the entity is in the queue to be added to the world:
cCSLock Lock(m_CSEntitiesToAdd);
auto itr = std::find_if(m_EntitiesToAdd.begin(), m_EntitiesToAdd.end(),
[&a_Entity](const OwnedEntity & a_OwnedEntity)
{
return (a_OwnedEntity.get() == &a_Entity);
}
);
if (itr != m_EntitiesToAdd.end())
{
Entity = std::move(*itr);
m_EntitiesToAdd.erase(itr);
}
return Entity;
}
size_t cWorld::GetNumChunks(void) const
{
return m_ChunkMap->GetNumChunks();
}
size_t cWorld::GetNumUnusedDirtyChunks(void) const
{
return m_ChunkMap->GetNumUnusedDirtyChunks();
}
void cWorld::GetChunkStats(int & a_NumValid, int & a_NumDirty, int & a_NumInLightingQueue)
{
m_ChunkMap->GetChunkStats(a_NumValid, a_NumDirty);
a_NumInLightingQueue = static_cast<int>(m_Lighting.GetQueueLength());
}
void cWorld::TickQueuedBlocks(void)
{
if (m_BlockTickQueue.empty())
{
return;
}
m_BlockTickQueueCopy.clear();
m_BlockTickQueue.swap(m_BlockTickQueueCopy);
for (std::vector<BlockTickQueueItem *>::iterator itr = m_BlockTickQueueCopy.begin(); itr != m_BlockTickQueueCopy.end(); ++itr)
{
BlockTickQueueItem * Block = (*itr);
Block->TicksToWait -= 1;
if (Block->TicksToWait <= 0)
{
// TODO: Handle the case when the chunk is already unloaded
m_ChunkMap->TickBlock({Block->X, Block->Y, Block->Z});
delete Block; // We don't have to remove it from the vector, this will happen automatically on the next tick
}
else
{
m_BlockTickQueue.push_back(Block); // Keep the block in the queue
}
} // for itr - m_BlockTickQueueCopy[]
}
void cWorld::QueueBlockForTick(int a_BlockX, int a_BlockY, int a_BlockZ, int a_TicksToWait)
{
BlockTickQueueItem * Block = new BlockTickQueueItem;
Block->X = a_BlockX;
Block->Y = a_BlockY;
Block->Z = a_BlockZ;
Block->TicksToWait = a_TicksToWait;
m_BlockTickQueue.push_back(Block);
}
bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return (
IsBlockWater(GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ)) ||
IsBlockWater(GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ)) ||
IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1)) ||
IsBlockWater(GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1))
);
}
UInt32 cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType, bool a_Baby)
{
auto Monster = cMonster::NewMonsterFromType(a_MonsterType);
if (Monster == nullptr)
{
return cEntity::INVALID_ID;
}
Monster->SetPosition(a_PosX, a_PosY, a_PosZ);
if (a_Baby)
{
Monster->SetAge(-1);
}
return SpawnMobFinalize(std::move(Monster));
}
UInt32 cWorld::SpawnMobFinalize(std::unique_ptr<cMonster> a_Monster)
{
ASSERT(a_Monster != nullptr);
// Give the mob full health.
a_Monster->SetHealth(a_Monster->GetMaxHealth());
// A plugin doesn't agree with the spawn. bail out.
if (cPluginManager::Get()->CallHookSpawningMonster(*this, *a_Monster))
{
return cEntity::INVALID_ID;
}
auto & Monster = *a_Monster;
// Initialize the monster into the current world.
if (!Monster.Initialize(std::move(a_Monster), *this))
{
return cEntity::INVALID_ID;
}
cPluginManager::Get()->CallHookSpawnedMonster(*this, Monster);
return Monster.GetUniqueID();
}
UInt32 cWorld::CreateProjectile(Vector3d a_Pos, cProjectileEntity::eKind a_Kind, cEntity * a_Creator, const cItem * a_Item, const Vector3d * a_Speed)
{
auto Projectile = cProjectileEntity::Create(a_Kind, a_Creator, a_Pos, a_Item, a_Speed);
if (Projectile == nullptr)
{
return cEntity::INVALID_ID;
}
auto ProjectilePtr = Projectile.get();
if (!ProjectilePtr->Initialize(std::move(Projectile), *this))
{
return cEntity::INVALID_ID;
}
return ProjectilePtr->GetUniqueID();
}
UInt32 cWorld::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)
{
return CreateProjectile({a_PosX, a_PosY, a_PosZ}, a_Kind, a_Creator, a_Item, a_Speed);
}
int cWorld::GetTickRandomNumber(int a_Range)
{
return GetRandomProvider().RandInt(a_Range);
}
void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Results)
{
typedef std::pair<AString::size_type, AString> pair_t;
size_t LastSpace = a_Text.find_last_of(" "); // Find the position of the last space
AString LastWord = a_Text.substr(LastSpace + 1, a_Text.length()); // Find the last word
if (LastWord.empty())
{
return;
}
std::vector<pair_t> UsernamesByWeight;
cLock Lock(*this);
for (cPlayerList::iterator itr = m_Players.begin(), end = m_Players.end(); itr != end; ++itr)
{
AString PlayerName ((*itr)->GetName());
if ((*itr)->HasCustomName())
{
PlayerName = (*itr)->GetCustomName();
}
AString::size_type Found = StrToLower(PlayerName).find(StrToLower(LastWord)); // Try to find last word in playername
if (Found == AString::npos)
{
continue; // No match
}
UsernamesByWeight.push_back(std::make_pair(Found, PlayerName)); // Match! Store it with the position of the match as a weight
}
Lock.Unlock();
std::sort(UsernamesByWeight.begin(), UsernamesByWeight.end()); // Sort lexicographically (by the first value, then second), so higher weights (usernames with match closer to start) come first (#1274)
/* TODO: Uncomment once migrated to C++11
std::transform(
UsernamesByWeight.begin(),
UsernamesByWeight.end(),
std::back_inserter(a_Results),
[](const pair_t & p) { return p.first; }
);
*/
a_Results.reserve(UsernamesByWeight.size());
for (std::vector<pair_t>::const_iterator itr = UsernamesByWeight.begin(); itr != UsernamesByWeight.end(); ++itr)
{
a_Results.push_back(itr->second);
}
}
void cWorld::SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicked)
{
m_ChunkMap->SetChunkAlwaysTicked(a_ChunkX, a_ChunkZ, a_AlwaysTicked);
}
cRedstoneSimulator * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
{
AString SimulatorName = a_IniFile.GetValueSet("Physics", "RedstoneSimulator", "Incremental");
if (SimulatorName.empty())
{
LOGWARNING("[Physics] RedstoneSimulator not present or empty in %s, using the default of \"Incremental\".", GetIniFileName().c_str());
SimulatorName = "Incremental";
}
cRedstoneSimulator * res = nullptr;
if (NoCaseCompare(SimulatorName, "Incremental") == 0)
{
res = new cIncrementalRedstoneSimulator(*this);
}
else if (NoCaseCompare(SimulatorName, "noop") == 0)
{
res = new cRedstoneNoopSimulator(*this);
}
else
{
LOGWARNING("[Physics] Unknown RedstoneSimulator \"%s\" in %s, using the default of \"Incremental\".", SimulatorName.c_str(), GetIniFileName().c_str());
res = new cIncrementalRedstoneSimulator(*this);
}
m_SimulatorManager->RegisterSimulator(res, 2 /* Two game ticks is a redstone tick */);
return res;
}
cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
{
AString SimulatorNameKey;
Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
AString SimulatorSectionName;
Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
AString DefaultSimulatorName = ((GetDimension() == dimNether) && IsWater) ? "Vaporise" : "Vanilla";
AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, DefaultSimulatorName);
if (SimulatorName.empty())
{
LOGWARNING("[Physics] %s not present or empty in %s, using the default of \"%s\".", SimulatorNameKey.c_str(), GetIniFileName().c_str(), DefaultSimulatorName.c_str());
SimulatorName = DefaultSimulatorName;
}
cFluidSimulator * res = nullptr;
int Rate = 1;
if (
(NoCaseCompare(SimulatorName, "vaporize") == 0) ||
(NoCaseCompare(SimulatorName, "vaporise") == 0)
)
{
res = new cVaporizeFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
}
else if (
(NoCaseCompare(SimulatorName, "noop") == 0) ||
(NoCaseCompare(SimulatorName, "nop") == 0) ||
(NoCaseCompare(SimulatorName, "null") == 0) ||
(NoCaseCompare(SimulatorName, "nil") == 0)
)
{
res = new cNoopFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
}
else
{
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30);
int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
if ((Falloff > 15) || (Falloff < 0))
{
LOGWARNING("Falloff for %s simulator is out of range, assuming default of %d", a_FluidName, IsWater ? 1 : 2);
Falloff = IsWater ? 1 : 2;
}
if (NoCaseCompare(SimulatorName, "floody") == 0)
{
res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, static_cast<NIBBLETYPE>(Falloff), TickDelay, NumNeighborsForSource);
}
else if (NoCaseCompare(SimulatorName, "vanilla") == 0)
{
res = new cVanillaFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, static_cast<NIBBLETYPE>(Falloff), TickDelay, NumNeighborsForSource);
}
else
{
// The simulator name doesn't match anything we have, issue a warning:
LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Vanilla\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
res = new cVanillaFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, static_cast<NIBBLETYPE>(Falloff), TickDelay, NumNeighborsForSource);
}
}
m_SimulatorManager->RegisterSimulator(res, Rate);
return res;
}
void cWorld::AddQueuedPlayers(void)
{
ASSERT(m_TickThread.IsCurrentThread());
// Grab the list of players to add, it has to be locked to access it:
cAwaitingPlayerList PlayersToAdd;
{
cCSLock Lock(m_CSPlayersToAdd);
std::swap(PlayersToAdd, m_PlayersToAdd);
}
// Temporary (#3115-will-fix): store pointers to player objects after ownership transferral
std::vector<std::pair<cPlayer *, cWorld *>> AddedPlayerPtrs;
AddedPlayerPtrs.reserve(PlayersToAdd.size());
// Add all the players in the grabbed list:
{
cLock Lock(*this);
for (auto & AwaitingPlayer : PlayersToAdd)
{
auto & Player = AwaitingPlayer.first;
ASSERT(std::find(m_Players.begin(), m_Players.end(), Player.get()) == m_Players.end()); // Is it already in the list? HOW?
LOGD("Adding player %s to world \"%s\".", Player->GetName().c_str(), m_WorldName.c_str());
m_Players.push_back(Player.get());
Player->SetWorld(this);
// Add to chunkmap, if not already there (Spawn vs MoveToWorld):
auto PlayerPtr = Player.get();
m_ChunkMap->AddEntityIfNotPresent(std::move(Player));
PlayerPtr->OnAddToWorld(*this);
ASSERT(!PlayerPtr->IsTicking());
PlayerPtr->SetIsTicking(true);
AddedPlayerPtrs.emplace_back(PlayerPtr, AwaitingPlayer.second);
} // for itr - PlayersToAdd[]
} // cLock(*this)
// Add all the players' clienthandles:
{
cCSLock Lock(m_CSClients);
for (auto & AwaitingPlayer : AddedPlayerPtrs)
{
auto & Player = AwaitingPlayer.first;
cClientHandlePtr Client = Player->GetClientHandlePtr();
if (Client != nullptr)
{
m_Clients.push_back(Client);
}
} // for itr - PlayersToAdd[]
} // Lock(m_CSClients)
// Stream chunks to all eligible clients:
for (auto & AwaitingPlayer : AddedPlayerPtrs)
{
auto & Player = AwaitingPlayer.first;
cClientHandle * Client = Player->GetClientHandle();
if (Client != nullptr)
{
Client->SendPlayerMoveLook();
Client->SendHealth();
Client->SendWholeInventory(*Player->GetWindow());
// Send resource pack
auto ResourcePackUrl = cRoot::Get()->GetServer()->GetResourcePackUrl();
if (!ResourcePackUrl.empty())
{
Client->SendResourcePack(ResourcePackUrl);
}
}
} // for itr - PlayersToAdd[]
// Call EntityChangedWorld callback on all eligible clients
for (auto & AwaitingPlayer : AddedPlayerPtrs)
{
if (AwaitingPlayer.second != nullptr)
{
cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*(static_cast <cEntity *>(AwaitingPlayer.first)), *AwaitingPlayer.second);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cWorld::cChunkGeneratorCallbacks:
cWorld::cChunkGeneratorCallbacks::cChunkGeneratorCallbacks(cWorld & a_World) :
m_World(&a_World)
{
}
void cWorld::cChunkGeneratorCallbacks::OnChunkGenerated(cChunkDesc & a_ChunkDesc)
{
cChunkDef::BlockNibbles BlockMetas;
a_ChunkDesc.CompressBlockMetas(BlockMetas);
auto SetChunkData = std::make_unique<cSetChunkData>(
a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(),
a_ChunkDesc.GetBlockTypes(), BlockMetas,
nullptr, nullptr, // We don't have lighting, chunk will be lighted when needed
&a_ChunkDesc.GetHeightMap(), &a_ChunkDesc.GetBiomeMap(),
std::move(a_ChunkDesc.GetEntities()), std::move(a_ChunkDesc.GetBlockEntities()),
true
);
SetChunkData->RemoveInvalidBlockEntities();
m_World->QueueSetChunkData(std::move(SetChunkData));
}
bool cWorld::cChunkGeneratorCallbacks::IsChunkValid(cChunkCoords a_Coords)
{
return m_World->IsChunkValid(a_Coords.m_ChunkX, a_Coords.m_ChunkZ);
}
bool cWorld::cChunkGeneratorCallbacks::IsChunkQueued(cChunkCoords a_Coords)
{
return m_World->IsChunkQueued(a_Coords.m_ChunkX, a_Coords.m_ChunkZ);
}
bool cWorld::cChunkGeneratorCallbacks::HasChunkAnyClients(cChunkCoords a_Coords)
{
return m_World->HasChunkAnyClients(a_Coords.m_ChunkX, a_Coords.m_ChunkZ);
}
void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerating(cChunkDesc & a_ChunkDesc)
{
cPluginManager::Get()->CallHookChunkGenerating(
*m_World, a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), &a_ChunkDesc
);
}
void cWorld::cChunkGeneratorCallbacks::CallHookChunkGenerated (cChunkDesc & a_ChunkDesc)
{
cPluginManager::Get()->CallHookChunkGenerated(
*m_World, a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), &a_ChunkDesc
);
}