diff options
Diffstat (limited to 'source/Chunk.cpp')
-rw-r--r-- | source/Chunk.cpp | 138 |
1 files changed, 136 insertions, 2 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp index db533f642..21401163b 100644 --- a/source/Chunk.cpp +++ b/source/Chunk.cpp @@ -30,6 +30,9 @@ #include "PluginManager.h" #include "Blocks/BlockHandler.h" #include "Simulator/FluidSimulator.h" +#include "MobCensus.h" +#include "MobSpawner.h" + #include <json/json.h> @@ -429,6 +432,133 @@ void cChunk::Stay(bool a_Stay) +void cChunk::CollectMobCensus(cMobCensus& toFill) +{ + toFill.CollectSpawnableChunk(*this); + std::list<const Vector3d*> playerPositions; + cPlayer* currentPlayer; + for (cClientHandleList::iterator itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr) + { + currentPlayer = (*itr)->GetPlayer(); + playerPositions.push_back(&(currentPlayer->GetPosition())); + } + + Vector3d currentPosition; + for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr) + { + //LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass()); + if ((*itr)->IsMob()) + { + cMonster& Monster = (cMonster&)(**itr); + currentPosition = Monster.GetPosition(); + for (std::list<const Vector3d*>::const_iterator itr2 = playerPositions.begin(); itr2 != playerPositions.end(); itr2 ++) + { + toFill.CollectMob(Monster,*this,(currentPosition-**itr2).SqrLength()); + } + } + } // for itr - m_Entitites[] +} + + + + +void cChunk::getThreeRandomNumber(int& a_X, int& a_Y, int& a_Z,int a_MaxX, int a_MaxY, int a_MaxZ) +{ + ASSERT(a_MaxX * a_MaxY * a_MaxZ * 8 < 0x00ffffff); + int Random = m_World->GetTickRandomNumber(0x00ffffff); + a_X = Random % (a_MaxX * 2); + a_Y = (Random / (a_MaxX * 2)) % (a_MaxY * 2); + a_Z = ((Random / (a_MaxX * 2)) / (a_MaxY * 2)) % (a_MaxZ * 2); + a_X /= 2; + a_Y /= 2; + a_Z /= 2; +} + + + + + +void cChunk::getRandomBlockCoords(int& a_X, int& a_Y, int& a_Z) +{ + // MG TODO : check if this kind of optimization (only one random call) is still needed + // MG TODO : if so propagate it + + getThreeRandomNumber(a_X, a_Y, a_Z, Width, Height-2, Width); + a_Y++; +} + + + + + +void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner) +{ + int Center_X,Center_Y,Center_Z; + getRandomBlockCoords(Center_X,Center_Y,Center_Z); + + BLOCKTYPE PackCenterBlock = GetBlock(Center_X, Center_Y, Center_Z); + if (a_MobSpawner.CheckPackCenter(PackCenterBlock)) + { + a_MobSpawner.NewPack(); + int NumberOfTries = 0; + int NumberOfSuccess = 0; + int MaxNbOfSuccess = 4; // this can be changed during the process for Wolves and Ghass + while (NumberOfTries < 12 && NumberOfSuccess < MaxNbOfSuccess) + { + const int HorizontalRange = 20; // MG TODO : relocate + const int VerticalRange = 0; // MG TODO : relocate + int Try_X, Try_Y, Try_Z; + getThreeRandomNumber(Try_X, Try_Y, Try_Z, 2*HorizontalRange+1 , 2*VerticalRange+1 , 2*HorizontalRange+1); + Try_X -= HorizontalRange; + Try_Y -= VerticalRange; + Try_Z -= HorizontalRange; + Try_X += Center_X; + Try_Y += Center_Y; + Try_Z += Center_Z; + + ASSERT(Try_Y > 0); + ASSERT(Try_Y < cChunkDef::Height-1); + + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + BLOCKTYPE BlockType_below; + NIBBLETYPE BlockMeta_below; + BLOCKTYPE BlockType_above; + NIBBLETYPE BlockMeta_above; + if (UnboundedRelGetBlock(Try_X, Try_Y , Try_Z, BlockType, BlockMeta) && + UnboundedRelGetBlock(Try_X, Try_Y-1, Try_Z, BlockType_below, BlockMeta_below)&& + UnboundedRelGetBlock(Try_X, Try_Y+1, Try_Z, BlockType_above, BlockMeta_above) + ) + { + EMCSBiome Biome = m_ChunkMap->GetBiomeAt (Try_X, Try_Z); + // MG TODO : + // Moon cycle (for slime) + // check player and playerspawn presence < 24 blocks + // check mobs presence on the block + + // MG TODO: fix the "light" thing, I'm pretty sure that UnboundedRelGetBlock s not returning the right thing + + // MG TODO : check that "Level" really means Y + cEntity* newMob = a_MobSpawner.TryToSpawnHere(BlockType, BlockMeta, BlockType_below, BlockMeta_below, BlockType_above, BlockMeta_above, Biome, Try_Y, MaxNbOfSuccess); + if (newMob) + { + int WorldX, WorldY, WorldZ; + PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ); + newMob->SetPosition(WorldX, WorldY, WorldZ); + LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ); + NumberOfSuccess++; + } + } + + NumberOfTries++; + } + } + +} + + + + void cChunk::Tick(float a_Dt) { @@ -457,10 +587,14 @@ void cChunk::Tick(float a_Dt) m_IsDirty = (*itr)->Tick(a_Dt, *this) | m_IsDirty; } - // Tick all entities in this chunk: + // Tick all entities in this chunk (except mobs): for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr) { - (*itr)->Tick(a_Dt, *this); + // Mobs are tickes inside MobTick (as we don't have to tick them if they are far away from players) + if (!((*itr)->IsMob())) + { + (*itr)->Tick(a_Dt, *this); + } } // for itr - m_Entitites[] // Remove all entities that were scheduled for removal: |