feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -39,7 +39,7 @@ TilePos MobSpawner::getRandomPosWithin(Level *level, int cx, int cz)
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unordered_map<ChunkPos,bool,ChunkPosKeyHash,ChunkPosKeyEq> MobSpawner::chunksToPoll;
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#endif
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const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFriendlies)
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const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFriendlies, bool spawnPersistent)
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{
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#ifndef _CONTENT_PACKAGE
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@@ -94,7 +94,7 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
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#endif
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#endif
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if (!spawnEnemies && !spawnFriendlies)
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if (!spawnEnemies && !spawnFriendlies && !spawnPersistent)
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{
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return 0;
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}
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@@ -193,15 +193,24 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
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MemSect(31);
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Pos *spawnPos = level->getSharedSpawnPos();
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MemSect(0);
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for (unsigned int i = 0; i < MobCategory::values.length; i++)
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{
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MobCategory *mobCategory = MobCategory::values[i];
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if ((mobCategory->isFriendly() && !spawnFriendlies) || (!mobCategory->isFriendly() && !spawnEnemies))
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if ((mobCategory->isFriendly() && !spawnFriendlies) || (!mobCategory->isFriendly() && !spawnEnemies) || (mobCategory->isPersistent() && !spawnPersistent))
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{
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continue;
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}
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// 4J - early out for non-main dimensions, if spawning anything friendly
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if( mobCategory->isFriendly() )
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{
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if( level->dimension->id != 0 )
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{
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continue;
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}
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}
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// 4J - this is now quite different to the java version. We just have global max counts for the level whereas the original has a max per chunk that
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// scales with the number of chunks to be polled.
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int categoryCount = level->countInstanceOf( mobCategory->getEnumBaseClass(), mobCategory->isSingleType());
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@@ -221,8 +230,7 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
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#endif
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if( it->second )
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{
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// don't add mobs to edge chunks, to prevent adding mobs
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// "outside" of the active playground
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// don't add mobs to edge chunks, to prevent adding mobs "outside" of the active playground
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continue;
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}
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ChunkPos *cp = (ChunkPos *) (&it->first);
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@@ -247,6 +255,7 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
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int ss = 6;
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Biome::MobSpawnerData *currentMobType = NULL;
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MobGroupData *groupData = NULL;
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for (int ll = 0; ll < 4; ll++)
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{
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@@ -349,8 +358,7 @@ const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFrie
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categoryCount++;
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mob->setDespawnProtected(); // 4J added - default to protected against despawning
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level->addEntity(mob);
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finalizeMobSettings(mob, level, xx, yy, zz);
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mob->finalizeMobSpawn();
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groupData = mob->finalizeMobSpawn(groupData);
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// 4J - change here so that we can't ever make more than the desired amount of entities in each priority. In the original java version
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// depending on the random spawn positions being considered the only limit as to the number of entities created per category is the number
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// of chunks to poll.
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@@ -420,172 +428,8 @@ bool MobSpawner::isSpawnPositionOk(MobCategory *category, Level *level, int x, i
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int tt = level->getTile(x, y - 1, z);
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return tt != Tile::unbreakable_Id && !level->isSolidBlockingTile(x, y, z) && !level->getMaterial(x, y, z)->isLiquid() && !level->isSolidBlockingTile(x, y + 1, z);
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}
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}
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void MobSpawner::finalizeMobSettings(shared_ptr<Mob> mob, Level *level, float xx, float yy, float zz)
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{
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if (dynamic_pointer_cast<Spider>( mob ) != NULL && level->random->nextInt(100) == 0)
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{
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shared_ptr<Skeleton> skeleton = shared_ptr<Skeleton>( new Skeleton(level) );
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skeleton->moveTo(xx, yy, zz, mob->yRot, 0);
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level->addEntity(skeleton);
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skeleton->ride(mob);
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}
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else if (dynamic_pointer_cast<Sheep >( mob ) != NULL)
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{
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(dynamic_pointer_cast<Sheep>( mob ))->setColor(Sheep::getSheepColor(level->random));
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}
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else if (dynamic_pointer_cast<Ozelot >( mob ) != NULL)
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{
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if (level->random->nextInt(7) == 0)
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{
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for (int kitten = 0; kitten < 2; kitten++)
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{
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shared_ptr<Ozelot> ozelot = shared_ptr<Ozelot>(new Ozelot(level));
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ozelot->moveTo(xx, yy, zz, mob->yRot, 0);
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ozelot->setAge(-20 * 60 * 20);
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level->addEntity(ozelot);
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}
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}
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}
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}
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// 4J Stu TODO This was an array of Class type. I haven't made a base Class type yet, but don't need to
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// as this can be an array of Mob type?
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eINSTANCEOF MobSpawner::bedEnemies[bedEnemyCount] = {
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eTYPE_SPIDER, eTYPE_ZOMBIE, eTYPE_SKELETON
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};
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bool MobSpawner::attackSleepingPlayers(Level *level, vector<shared_ptr<Player> > *players)
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{
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bool somebodyWokeUp = false;
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PathFinder finder = PathFinder(level, true, false, false, true);
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AUTO_VAR(itEnd, players->end());
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for (AUTO_VAR(it, players->begin()); it != itEnd; it++)
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{
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shared_ptr<Player> player = (*it);
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bool nextPlayer = false;
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for (int attemptCount = 0; attemptCount < 20 && !nextPlayer; attemptCount++)\
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{
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// limit position within the range of the player
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int x = Mth::floor(player->x) + level->random->nextInt(32) - level->random->nextInt(32);
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int z = Mth::floor(player->z) + level->random->nextInt(32) - level->random->nextInt(32);
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int yStart = Mth::floor(player->y) + level->random->nextInt(16) - level->random->nextInt(16);
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if (yStart < 1)
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{
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yStart = 1;
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}
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else if (yStart > Level::maxBuildHeight)
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{
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yStart = Level::maxBuildHeight;
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}
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{
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int type = level->random->nextInt(bedEnemyCount);
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int y = yStart;
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while (y > 2 && !level->isTopSolidBlocking(x, y - 1, z))
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{
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y--;
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}
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while (!isSpawnPositionOk( (MobCategory *) MobCategory::monster, level, x, y, z) && y < (yStart + 16) && y < Level::maxBuildHeight)
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{
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y++;
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}
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if (y >= (yStart + 16) || y >= Level::maxBuildHeight)
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{
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y = yStart;
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continue;
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}
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else
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{
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float xx = x + 0.5f;
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float yy = (float) y;
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float zz = z + 0.5f;
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shared_ptr<Mob> mob;
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// 4J - removed try/catch
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// try
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// {
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//mob = classes[type].getConstructor(Level.class).newInstance(level);
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// 4J - there was a classes array here which duplicated the bedEnemies array but have removed it
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mob = dynamic_pointer_cast<Mob>(EntityIO::newByEnumType(bedEnemies[type], level ));
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// }
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// catch (exception e)
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// {
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// // TODO 4J Stu - We can't print a stack trace, and newInstance doesn't currently throw an exception anyway
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// //e.printStackTrace();
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// return somebodyWokeUp;
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// }
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// System.out.println("Placing night mob");
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mob->moveTo(xx, yy, zz, level->random->nextFloat() * 360, 0);
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// check if the mob can spawn at this location
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if (!mob->canSpawn())
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{
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continue;
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}
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Pos *bedPos = BedTile::findStandUpPosition(level, Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z), 1);
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if (bedPos == NULL)
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{
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// an unlikely case where the bed is
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// completely blocked
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bedPos = new Pos(x, y + 1, z);
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}
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// 4J Stu - TU-1 hotfix
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// Fix for #13152 - If the player sleeps in a bed next to a wall in an enclosed, well lit area they will be awoken by a monster
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// The pathfinder should attempt to get close to the position that we will move the mob to,
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// instead of the player who could be next to a wall. Otherwise the paths gets to the other
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// side of the the wall, then moves the mob inside the building
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//Path *findPath = finder.findPath(mob.get(), player.get(), 32.0f);
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Path *findPath = finder.findPath(mob.get(), bedPos->x, bedPos->y, bedPos->z, 32.0f);
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if (findPath != NULL && findPath->getSize() > 1)
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{
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Node *last = findPath->last();
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if (abs(last->x - bedPos->x) < 1.5 && abs(last->z - bedPos->z) < 1.5 && abs(last->y - bedPos->y) < 1.5)
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{
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// System.out.println("Found path!");
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mob->moveTo(bedPos->x + 0.5f, bedPos->y, bedPos->z + 0.5f, 0, 0);
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// the mob would maybe not be able to
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// spawn here, but we ignore that now (we assume
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// it walked here)
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{
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level->addEntity(mob);
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finalizeMobSettings(mob, level, bedPos->x + 0.5f, (float) bedPos->y, bedPos->z + 0.5f);
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mob->finalizeMobSpawn();
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player->stopSleepInBed(true, false, false);
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// play a sound effect to scare the player
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mob->playAmbientSound();
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somebodyWokeUp = true;
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nextPlayer = true;
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}
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}
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delete findPath;
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}
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delete bedPos;
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}
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}
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}
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}
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return somebodyWokeUp;
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}
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void MobSpawner::postProcessSpawnMobs(Level *level, Biome *biome, int xo, int zo, int cellWidth, int cellHeight, Random *random)
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{
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// 4J - not for our version. Creates a few too many mobs.
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@@ -599,6 +443,7 @@ void MobSpawner::postProcessSpawnMobs(Level *level, Biome *biome, int xo, int zo
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while (random->nextFloat() < biome->getCreatureProbability())
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{
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Biome::MobSpawnerData *type = (Biome::MobSpawnerData *) WeighedRandom::getRandomItem(level->random, ((vector<WeighedRandomItem *> *)mobs));
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MobGroupData *groupData = NULL;
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int count = type->minCount + random->nextInt(1 + type->maxCount - type->minCount);
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int x = xo + random->nextInt(cellWidth);
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@@ -633,7 +478,7 @@ void MobSpawner::postProcessSpawnMobs(Level *level, Biome *biome, int xo, int zo
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mob->setDespawnProtected();
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level->addEntity(mob);
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finalizeMobSettings(mob, level, xx, yy, zz);
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groupData = mob->finalizeMobSpawn(groupData);
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success = true;
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}
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