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-rw-r--r--src/Entities/Pawn.cpp78
1 files changed, 78 insertions, 0 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp
index 5476db468..ed26a080b 100644
--- a/src/Entities/Pawn.cpp
+++ b/src/Entities/Pawn.cpp
@@ -547,3 +547,81 @@ bool cPawn::DeductTotem(const eDamageType a_DamageType)
}
return false;
}
+
+
+
+
+
+bool cPawn::FindTeleportDestination(cWorld & a_World, const int a_HeightRequired, const unsigned int a_NumTries, Vector3d & a_Destination, const Vector3i a_MinBoxCorner, const Vector3i a_MaxBoxCorner)
+{
+ /*
+ Algorithm:
+ Choose random destination.
+ Seek downwards, regardless of distance until the block is made of movement-blocking material: https://minecraft.fandom.com/wiki/Materials
+ Succeeds if no liquid or solid blocks prevents from standing at destination.
+ */
+ auto & Random = GetRandomProvider();
+
+ for (unsigned int i = 0; i < a_NumTries; i++)
+ {
+ const int DestX = Random.RandInt(a_MinBoxCorner.x, a_MaxBoxCorner.x);
+ int DestY = Random.RandInt(a_MinBoxCorner.y, a_MaxBoxCorner.y);
+ const int DestZ = Random.RandInt(a_MinBoxCorner.z, a_MaxBoxCorner.z);
+
+ // Seek downwards from initial destination until we find a solid block or go into the void
+ BLOCKTYPE DestBlock = a_World.GetBlock({DestX, DestY, DestZ});
+ while ((DestY >= 0) && !cBlockInfo::IsSolid(DestBlock))
+ {
+ DestBlock = a_World.GetBlock({DestX, DestY, DestZ});
+ DestY--;
+ }
+
+ // Couldn't find a solid block so move to next attempt
+ if (DestY < 0)
+ {
+ continue;
+ }
+
+ // Succeed if blocks above destination are empty
+ bool Success = true;
+ for (int j = 1; j <= a_HeightRequired; j++)
+ {
+ BLOCKTYPE TestBlock = a_World.GetBlock({DestX, DestY + j, DestZ});
+ if (cBlockInfo::IsSolid(TestBlock) || IsBlockLiquid(TestBlock))
+ {
+ Success = false;
+ break;
+ }
+ }
+
+ if (!Success)
+ {
+ continue;
+ }
+
+ // Offsets for entity to be centred and standing on solid block
+ a_Destination = Vector3d(DestX + 0.5, DestY + 1, DestZ + 0.5);
+ return true;
+ }
+ return false;
+}
+
+
+
+
+
+bool cPawn::FindTeleportDestination(cWorld & a_World, const int a_HeightRequired, const unsigned int a_NumTries, Vector3d & a_Destination, const cBoundingBox a_BoundingBox)
+{
+ return FindTeleportDestination(a_World, a_HeightRequired, a_NumTries, a_Destination, a_BoundingBox.GetMin(), a_BoundingBox.GetMax());
+}
+
+
+
+
+
+bool cPawn::FindTeleportDestination(cWorld & a_World, const int a_HeightRequired, const unsigned int a_NumTries, Vector3d & a_Destination, Vector3i a_Centre, const int a_HalfCubeWidth)
+{
+ Vector3i MinCorner(a_Centre.x - a_HalfCubeWidth, a_Centre.y - a_HalfCubeWidth, a_Centre.z - a_HalfCubeWidth);
+ Vector3i MaxCorner(a_Centre.x + a_HalfCubeWidth, a_Centre.y + a_HalfCubeWidth, a_Centre.z + a_HalfCubeWidth);
+ return FindTeleportDestination(a_World, a_HeightRequired, a_NumTries, a_Destination, MinCorner, MaxCorner);
+}