Merge pull request #292 from SamJBarney/MobSpawning

Mob Spawning based on light values
master
Mattes D 2013-10-30 15:25:51 -07:00
commit 8b9d3c7722
7 changed files with 165 additions and 96 deletions

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@ -519,32 +519,28 @@ void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
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);
NIBBLETYPE SkyLight = 0;
NIBBLETYPE BlockLight = 0;
if (IsLightValid())
{
cEntity* newMob = a_MobSpawner.TryToSpawnHere(this, Try_X, Try_Y, Try_Z, Biome, MaxNbOfSuccess);
if (newMob)
{
int WorldX, WorldY, WorldZ;
PositionToWorldPosition(Try_X, Try_Y, Try_Z, WorldX, WorldY, WorldZ);
newMob->SetPosition(WorldX, WorldY, WorldZ);
double ActualX = WorldX + 0.5;
double ActualZ = WorldZ + 0.5;
newMob->SetPosition(ActualX, WorldY, ActualZ);
LOGD("Spawning %s #%i at %d,%d,%d",newMob->GetClass(),newMob->GetUniqueID(),WorldX, WorldY, WorldZ);
NumberOfSuccess++;
}
@ -2790,6 +2786,17 @@ Vector3i cChunk::PositionToWorldPosition(int a_RelX, int a_RelY, int a_RelZ)
NIBBLETYPE cChunk::GetTimeAlteredLight(NIBBLETYPE a_Skylight) const
{
a_Skylight -= m_World->GetSkyDarkness();
// Because NIBBLETYPE is unsigned, we clamp it to 0 .. 15 by checking for values above 15
return (a_Skylight < 16)? a_Skylight : 0;
}
#if !C_CHUNK_USE_INLINE
# include "cChunk.inl.h"
#endif

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@ -329,6 +329,10 @@ public:
/// Same as QueueTickBlock(), but relative coords needn't be in this chunk (uses m_Neighbor-s in such a case), ignores unsuccessful attempts
void UnboundedQueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
/// Light alterations based on time
NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
// Simulator data:
cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }

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@ -124,87 +124,104 @@ cMonster::eType cMobSpawner::ChooseMobType(EMCSBiome a_Biome)
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, EMCSBiome a_Biome, int a_Level)
bool cMobSpawner::CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome)
{
bool toReturn = false;
std::set<cMonster::eType>::iterator itr = m_AllowedTypes.find(a_MobType);
if (itr != m_AllowedTypes.end())
BLOCKTYPE TargetBlock;
if (m_AllowedTypes.find(a_MobType) != m_AllowedTypes.end() && a_Chunk->UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, TargetBlock))
{
// MG TODO : find a nicer paging
if (a_MobType == cMonster::mtSquid)
NIBBLETYPE BlockLight = a_Chunk->GetBlockLight(a_RelX, a_RelY, a_RelZ);
NIBBLETYPE SkyLight = a_Chunk->GetSkyLight(a_RelX, a_RelY, a_RelZ);
BLOCKTYPE BlockAbove = a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ);
BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
SkyLight = a_Chunk->GetTimeAlteredLight(SkyLight);
switch(a_MobType)
{
toReturn = (
IsBlockLiquid(a_BlockType) &&
a_Level >= 45 &&
a_Level <= 62
);
case cMonster::mtSquid:
return IsBlockWater(TargetBlock) && (a_RelY >= 45) && (a_RelY <= 62);
case cMonster::mtBat:
return (a_RelY <= 63) && (BlockLight <= 4) && (SkyLight <= 4) && (TargetBlock == E_BLOCK_AIR) && (!g_BlockTransparent[BlockAbove]);
case cMonster::mtChicken:
case cMonster::mtCow:
case cMonster::mtPig:
case cMonster::mtHorse:
case cMonster::mtSheep:
{
return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
(BlockBelow == E_BLOCK_GRASS) && (SkyLight >= 9);
}
else if (a_MobType == cMonster::mtBat)
case cMonster::mtOcelot:
{
toReturn = a_Level <= 60; // MG TODO : find a real rule
return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) &&
((BlockBelow == E_BLOCK_GRASS) || (BlockBelow == E_BLOCK_LEAVES)) && (a_RelY >= 62) && (m_Random.NextInt(3,a_Biome) != 0);
}
else
case cMonster::mtEnderman:
{
if (
a_BlockType == E_BLOCK_AIR &&
a_BlockType_above == E_BLOCK_AIR &&
! (g_BlockTransparent[a_BlockType_below])
)
if (a_RelY < 250)
{
if (a_MobType == cMonster::mtChicken || a_MobType == cMonster::mtPig || a_MobType == cMonster::mtCow || a_MobType == cMonster::mtSheep)
BLOCKTYPE BlockTop = a_Chunk->GetBlock(a_RelX, a_RelY + 2, a_RelZ);
if (BlockTop == E_BLOCK_AIR)
{
toReturn = (
a_BlockType_below == E_BLOCK_GRASS /*&& // MG TODO
a_LightLevel >= 9 */
);
BlockTop = a_Chunk->GetBlock(a_RelX, a_RelY + 3, a_RelZ);
return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (BlockTop == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
(SkyLight <= 7) && (BlockLight <= 7);
}
else if (a_MobType == cMonster::mtOcelot)
{
toReturn = (
a_Level >= 62 &&
(
a_BlockType_below == E_BLOCK_GRASS ||
a_BlockType_below == E_BLOCK_LEAVES
) &&
m_Random.NextInt(3,a_Biome) != 0
);
}
else if (a_MobType == cMonster::mtCreeper || a_MobType == cMonster::mtSkeleton || a_MobType == cMonster::mtZombie || a_MobType == cMonster::mtSpider || a_MobType == cMonster::mtEnderman || a_MobType == cMonster::mtZombiePigman)
{
toReturn = true /*a_LightLevel <= 7 MG TODO*/;
/*if (a_SunLight) MG TODO
{
if (m_Random.NextInt(2,a_Biome) != 0)
{
toReturn = false;
break;
}
}*/
}
else if (a_MobType == cMonster::mtSlime)
case cMonster::mtSpider:
{
toReturn = a_Level <= 40;
// MG TODO : much more complicated rules
}
else if (a_MobType == cMonster::mtGhast)
bool CanSpawn = true;
bool HaveFloor = false;
for (int x = 0; x < 2; ++x)
{
toReturn = m_Random.NextInt(20,a_Biome) == 0;
}
else
for(int z = 0; z < 2; ++z)
{
CanSpawn = a_Chunk->UnboundedRelGetBlockType(a_RelX + x, a_RelY, a_RelZ + z, TargetBlock);
CanSpawn = CanSpawn && (TargetBlock == E_BLOCK_AIR);
if (!CanSpawn)
{
return false;
}
if (!HaveFloor)
{
a_Chunk->UnboundedRelGetBlockType(a_RelX + x, a_RelY - 1, a_RelZ + z, TargetBlock);
HaveFloor = HaveFloor || !g_BlockTransparent[TargetBlock];
}
}
}
return CanSpawn && HaveFloor && (SkyLight <= 7) && (BlockLight <= 7);
}
case cMonster::mtCreeper:
case cMonster::mtZombie:
return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
(SkyLight <= 7) && (BlockLight <= 7) && (m_Random.NextInt(2,a_Biome) == 0);
case cMonster::mtSlime:
return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
((a_RelY <= 40) || a_Biome == biSwampland);
case cMonster::mtGhast:
case cMonster::mtZombiePigman:
return (TargetBlock == E_BLOCK_AIR) && (BlockAbove == E_BLOCK_AIR) && (!g_BlockTransparent[BlockBelow]) &&
(m_Random.NextInt(20,a_Biome) == 0);
default:
LOGD("MG TODO : check I've got a Rule to write for type %d",a_MobType);
toReturn = true;
return false;
}
}
}
}
return toReturn;
return false;
}
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, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize)
cMonster* cMobSpawner::TryToSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize)
{
cMonster* toReturn = NULL;
if (m_NewPack)
@ -225,8 +242,10 @@ cMonster* cMobSpawner::TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockM
m_NewPack = false;
}
// Make sure we are looking at the right chunk to spawn in
a_Chunk = a_Chunk->GetRelNeighborChunkAdjustCoords(a_RelX, a_RelZ);
if (CanSpawnHere(m_MobType, a_BlockType, a_BlockMeta, a_BlockType_below, a_BlockMeta_below, a_BlockType_above, a_BlockMeta_above, a_Biome, a_Level))
if (CanSpawnHere(a_Chunk, a_RelX, a_RelY, a_RelZ, m_MobType, a_Biome))
{
cMonster * newMob = cMonster::NewMonsterFromType(m_MobType);
if (newMob)

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@ -4,6 +4,7 @@
#include <set>
#include "BlockID.h"
#include "ChunkDef.h"
#include "Chunk.h"
#include "FastRandom.h"
#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
@ -38,7 +39,7 @@ public :
// if this is the first of a Pack : determine the type of monster
// BlockType & BlockMeta are used to decide what kind of Mob can Spawn here
// MaxPackSize is set to the maximal size for a pack this type of mob
cMonster * TryToSpawnHere(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, BLOCKTYPE a_BlockType_below, NIBBLETYPE a_BlockMeta_below, BLOCKTYPE a_BlockType_above, NIBBLETYPE a_BlockMeta_above, EMCSBiome a_Biome, int a_Level, int& a_MaxPackSize);
cMonster * TryToSpawnHere(cChunk * a_Chunk, int A_RelX, int a_RelY, int a_RelZ, EMCSBiome a_Biome, int& a_MaxPackSize);
// mark the beginning of a new Pack
// all mobs of the same Pack are the same type
@ -52,7 +53,7 @@ public :
protected :
// return true if specified type of mob can spawn on specified block
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, EMCSBiome a_Biome, int a_Level);
bool CanSpawnHere(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, cMonster::eType a_MobType, EMCSBiome a_Biome);
// return a random type that can spawn on specified biome.
// returns E_ENTITY_TYPE_DONOTUSE if none is possible

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@ -609,9 +609,9 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
{
switch (a_MobFamily)
{
case mfHostile: return 1;
case mfPassive: return 400;
case mfAmbient: return 400;
case mfHostile: return 40;
case mfPassive: return 40;
case mfAmbient: return 40;
case mfWater: return 400;
}
ASSERT(!"Unhandled mob family");

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@ -229,7 +229,8 @@ cWorld::cWorld(const AString & a_WorldName) :
m_RSList(0),
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
m_TickThread(*this)
m_TickThread(*this),
m_SkyDarkness(0)
{
LOGD("cWorld::cWorld(\"%s\")", a_WorldName.c_str());
@ -608,6 +609,9 @@ void cWorld::Tick(float a_Dt)
m_WorldAge = (Int64)(m_WorldAgeSecs * 20.0);
m_TimeOfDay = (Int64)(m_TimeOfDaySecs * 20.0);
// Updates the sky darkness based on current time of day
UpdateSkyDarkness();
// Broadcast time update every 40 ticks (2 seconds)
if (m_LastTimeUpdate < m_WorldAge - 40)
{
@ -2676,3 +2680,30 @@ void cWorld::cTaskSaveAllChunks::Run(cWorld & a_World)
#define TIME_SUNSET 12000
#define TIME_NIGHT_START 13187
#define TIME_NIGHT_END 22812
#define TIME_SUNRISE 23999
#define TIME_SPAWN_DIVIZOR 148
void cWorld::UpdateSkyDarkness()
{
int TempTime = m_TimeOfDay;
if (TempTime <= TIME_SUNSET)
m_SkyDarkness = 0;
else if (TempTime <= TIME_NIGHT_START)
m_SkyDarkness = (TIME_NIGHT_START - TempTime)/TIME_SPAWN_DIVIZOR;
else if (TempTime <= TIME_NIGHT_END)
m_SkyDarkness = 8;
else
m_SkyDarkness = (TIME_SUNRISE - TempTime)/TIME_SPAWN_DIVIZOR;
}

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@ -592,6 +592,9 @@ public:
/// Appends all usernames starting with a_Text (case-insensitive) into Results
void TabCompleteUserName(const AString & a_Text, AStringVector & a_Results);
/// Get the current darkness level based on the time
NIBBLETYPE GetSkyDarkness() { return m_SkyDarkness; }
private:
friend class cRoot;
@ -636,6 +639,8 @@ private:
Int64 m_LastSave; // The last WorldAge (in ticks) in which save-all was triggerred
std::map<cMonster::eFamily,Int64> m_LastSpawnMonster; // The last WorldAge (in ticks) in which a monster was spawned (for each megatype of monster) // MG TODO : find a way to optimize without creating unmaintenability (if mob IDs are becoming unrowed)
NIBBLETYPE m_SkyDarkness;
eGameMode m_GameMode;
bool m_bEnabledPVP;
bool m_IsDeepSnowEnabled;
@ -728,6 +733,8 @@ private:
/// Ticks all clients that are in this world
void TickClients(float a_Dt);
void UpdateSkyDarkness();
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
}; // tolua_export