Made mob spawning code use the chunk so that it could use varying sizes of areas for different mobs.
parent
6c30ce93da
commit
16bac5ace9
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@ -519,42 +519,30 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
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ASSERT(Try_Y > 0);
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ASSERT(Try_Y < cChunkDef::Height-1);
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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BLOCKTYPE BlockType_below;
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NIBBLETYPE BlockMeta_below;
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BLOCKTYPE BlockType_above;
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NIBBLETYPE BlockMeta_above;
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if (UnboundedRelGetBlock(Try_X, Try_Y , Try_Z, BlockType, BlockMeta) &&
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UnboundedRelGetBlock(Try_X, Try_Y-1, Try_Z, BlockType_below, BlockMeta_below)&&
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UnboundedRelGetBlock(Try_X, Try_Y+1, Try_Z, BlockType_above, BlockMeta_above)
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)
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EMCSBiome Biome = m_ChunkMap->GetBiomeAt (Try_X, Try_Z);
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// MG TODO :
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// Moon cycle (for slime)
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// check player and playerspawn presence < 24 blocks
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// check mobs presence on the block
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// MG TODO : check that "Level" really means Y
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NIBBLETYPE SkyLight = 0;
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NIBBLETYPE BlockLight = 0;
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if (IsLightValid())
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{
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EMCSBiome Biome = m_ChunkMap->GetBiomeAt (Try_X, Try_Z);
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// MG TODO :
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// Moon cycle (for slime)
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// check player and playerspawn presence < 24 blocks
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// check mobs presence on the block
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// MG TODO : check that "Level" really means Y
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NIBBLETYPE SkyLight = 0;
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NIBBLETYPE BlockLight = 0;
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if (IsLightValid() && (UnboundedRelGetBlockBlockLight(Try_X, Try_Y, Try_Z, BlockLight)) && (UnboundedRelGetBlockSkyLight(Try_X, Try_Y, Try_Z, SkyLight)))
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cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, MaxNbOfSuccess);
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if (newMob)
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{
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cEntity* newMob = a_MobSpawner.TryToSpawnHere(BlockType, BlockMeta, BlockType_below, BlockMeta_below, BlockType_above, BlockMeta_above, SkyLight, BlockLight, Biome, Try_Y, MaxNbOfSuccess);
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if (newMob)
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{
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int WorldX, WorldY, WorldZ;
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PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ);
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double ActualX = WorldX + 0.5;
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double ActualZ = WorldZ + 0.5;
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newMob->SetPosition(ActualX, WorldY, ActualZ);
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LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ);
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NumberOfSuccess++;
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}
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int WorldX, WorldY, WorldZ;
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PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ);
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double ActualX = WorldX + 0.5;
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double ActualZ = WorldZ + 0.5;
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newMob->SetPosition(ActualX, WorldY, ActualZ);
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LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ);
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NumberOfSuccess++;
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}
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}
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@ -124,57 +124,95 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
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bool cMobSpawner::CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level)
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bool cMobSpawner::CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome)
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{
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if (m_AllowedTypes.find(a_MobType) != m_AllowedTypes.end())
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BLOCKTYPE TargetBlock;
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BLOCKTYPE BlockAbove;
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BLOCKTYPE BlockBelow;
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NIBBLETYPE BlockLight;
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NIBBLETYPE SkyLight;
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if (m_AllowedTypes.find(a_MobType) != m_AllowedTypes.end() && a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, TargetBlock))
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{
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a_Chunk->UnboundedRelGetBlockBlockLight(a_RelX, a_RelY, a_RelZ, BlockLight);
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a_Chunk->UnboundedRelGetBlockSkyLight(a_RelX, a_RelY, a_RelZ, SkyLight);
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY + 1, a_RelZ, BlockAbove);
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY - 1, a_RelZ, BlockBelow);
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switch(a_MobType)
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{
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case cMonster::mtSquid:
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return IsBlockWater(a_BlockType) && (a_Level >= 45) && (a_Level <= 62);
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return IsBlockWater(TargetBlock) && (a_RelY >= 45) && (a_RelY <= 62);
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case cMonster::mtBat:
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return a_Level <= 63 && (a_Skylight == 0) && (a_Blocklight <= 4) && (a_BlockType == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_above]);
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return (a_RelY <= 63) && (BlockLight <= 4) && (SkyLight <= 4) && (TargetBlock == E_BLOCK_AIR) && (!g_BlockTransparent[BlockAbove]);
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case cMonster::mtChicken:
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case cMonster::mtCow:
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case cMonster::mtPig:
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case cMonster::mtHorse:
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case cMonster::mtSheep:
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return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
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(a_BlockType_below == E_BLOCK_GRASS) && (a_Skylight >= 9);
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{
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(BlockBelow == E_BLOCK_GRASS) && (SkyLight >= 9);
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}
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case cMonster::mtOcelot:
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return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) &&
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((a_BlockType_below == E_BLOCK_GRASS) || (a_BlockType_below == E_BLOCK_LEAVES)) && (a_Level >= 62) && (m_Random.NextInt(3,a_Biome) != 0);
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{
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) &&
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((BlockBelow == E_BLOCK_GRASS) || (BlockBelow == E_BLOCK_LEAVES)) && (a_RelY >= 62) && (m_Random.NextInt(3,a_Biome) != 0);
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}
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case cMonster::mtEnderman:
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{
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if (a_RelY < 250)
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{
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BLOCKTYPE BlockTop;
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a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY + 2, a_RelZ, BlockTop);
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (BlockTop == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(SkyLight <= 7) && (BlockLight <= 7);
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}
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break;
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}
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case cMonster::mtSpider:
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return false;
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{
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bool CanSpawn = true;
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for (int x = -1; x < 2; ++x)
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{
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for(int z = -1; z < 2; ++x)
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{
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CanSpawn = a_Chunk->UnboundedRelGetBlockType(a_RelX + x, a_RelY, a_RelZ + z, TargetBlock);
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CanSpawn = CanSpawn && (TargetBlock == E_BLOCK_AIR);
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if (!CanSpawn)
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return false;
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}
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}
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return CanSpawn && (!g_BlockTransparent[BlockBelow]) && (SkyLight <= 7) && (BlockLight <= 7);
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}
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case cMonster::mtCreeper:
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case cMonster::mtZombie:
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return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
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(a_Skylight <= 7) && (a_Blocklight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(SkyLight <= 7) && (BlockLight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
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case cMonster::mtSlime:
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return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
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(a_Level <= 40);
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(a_RelY <= 40);
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case cMonster::mtGhast:
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case cMonster::mtZombiePigman:
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return (a_BlockType == E_BLOCK_AIR) && (a_BlockType_above == E_BLOCK_AIR) && (!g_BlockTransparent[a_BlockType_below]) &&
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return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
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(m_Random.NextInt(20,a_Biome) == 0);
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default:
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LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
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return false;
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}
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}
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return false;
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}
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cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize)
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cMonster* cMobSpawner::TryToSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize)
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{
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cMonster* toReturn = NULL;
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if (m_NewPack)
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@ -196,7 +234,7 @@ cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockM
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}
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if (CanSpawnHere(m_MobType, a_BlockType, a_BlockMeta, a_BlockType_below, a_BlockMeta_below, a_BlockType_above, a_BlockMeta_above, a_Skylight, a_Blocklight, a_Biome, a_Level))
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if (CanSpawnHere(a_Chunk, a_RelX, a_RelY, a_RelZ, m_MobType, a_Biome))
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{
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cMonster * newMob = cMonster::NewMonsterFromType(m_MobType);
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if (newMob)
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@ -4,6 +4,7 @@
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#include <set>
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#include "BlockID.h"
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#include "ChunkDef.h"
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#include "Chunk.h"
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#include "FastRandom.h"
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#include "Mobs/Monster.h" //this is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
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@ -38,7 +39,7 @@ public :
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// if this is the first of a Pack : determine the type of monster
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// BlockType & BlockMeta are used to decide what kind of Mob can Spawn here
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// MaxPackSize is set to the maximal size for a pack this type of mob
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cMonster * TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize);
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cMonster * TryToSpawnHere(const cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize);
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// mark the beginning of a new Pack
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// all mobs of the same Pack are the same type
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@ -52,7 +53,7 @@ public :
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protected :
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// return true if specified type of mob can spawn on specified block
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bool CanSpawnHere(cMonster::eType a_MobType, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, NIBBLETYPE a_Skylight, NIBBLETYPE a_Blocklight, EMCSBiome a_Biome, int a_Level);
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bool CanSpawnHere(const cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome);
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// return a random type that can spawn on specified biome.
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// returns E_ENTITY_TYPE_DONOTUSE if none is possible
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