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authorLogicParrot <LogicParrot@users.noreply.github.com>2016-04-06 08:33:27 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2016-04-06 08:33:27 +0200
commit3950e4db5104a578d04dfaaf7797df46f1819921 (patch)
treed086e85a69ea7fa9dcfd11b8e2e34f04fc1c0dc8
parentMerge pull request #3125 from LogicParrot/noFall3 (diff)
parentManual mob burn code (diff)
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-rw-r--r--src/Mobs/Monster.cpp41
1 files changed, 34 insertions, 7 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index fad54a00d..a4cb9e63f 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -1191,24 +1191,51 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
// Always burn above the world
return true;
}
-
- cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
- if ((Chunk == nullptr) || (!Chunk->IsValid()))
+ if (RelY <= 0)
{
+ // The mob is about to die, no point in burning
return false;
}
- int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
+ PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
+ if (!RelSuccess)
+ {
+ return false;
+ }
if (
- (Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
- (Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
+ (Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{
+ int MobHeight = static_cast<int>(a_Location.y) + round(GetHeight()) - 1; // The height of the mob head
+ if (MobHeight >= cChunkDef::Height)
+ {
+ return true;
+ }
+ // Start with the highest block and scan down to the mob's head.
+ // If a non transparent is found, return false (do not burn). Otherwise return true.
+ // Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
+ // instantly.(An exception is e.g. standing under a long column of glass).
+ int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
+ while (CurrentBlock >= MobHeight)
+ {
+ BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
+ if (
+ // Do not burn if a block above us meets one of the following conditions:
+ (!cBlockInfo::IsTransparent(Block)) ||
+ (Block == E_BLOCK_LEAVES) ||
+ (Block == E_BLOCK_NEW_LEAVES) ||
+ (IsBlockWater(Block))
+ )
+ {
+ return false;
+ }
+ --CurrentBlock;
+ }
return true;
+
}
return false;
}