This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.phys.h"
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#include "RandomPos.h"
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Vec3 *RandomPos::tempDir = Vec3::newPermanent(0, 0, 0);
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Vec3 *RandomPos::getPos(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, int quadrant/*=-1*/) // 4J - added quadrant
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{
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return generateRandomPos(mob, xzDist, yDist, NULL, quadrant);
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}
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Vec3 *RandomPos::getPosTowards(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, Vec3 *towardsPos)
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{
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tempDir->x = towardsPos->x - mob->x;
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tempDir->y = towardsPos->y - mob->y;
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tempDir->z = towardsPos->z - mob->z;
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return generateRandomPos(mob, xzDist, yDist, tempDir);
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}
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Vec3 *RandomPos::getPosAvoid(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, Vec3 *avoidPos)
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{
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tempDir->x = mob->x - avoidPos->x;
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tempDir->y = mob->y - avoidPos->y;
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tempDir->z = mob->z - avoidPos->z;
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return generateRandomPos(mob, xzDist, yDist, tempDir);
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}
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Vec3 *RandomPos::generateRandomPos(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, Vec3 *dir, int quadrant/*=-1*/) // 4J - added quadrant
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{
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Random *random = mob->getRandom();
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bool hasBest = false;
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int xBest = 0, yBest = 0, zBest = 0;
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float best = -99999;
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// 4J Stu - restrict is a reserved keyword
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bool bRestrict;
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if (mob->hasRestriction())
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{
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double restDist = mob->getRestrictCenter()->distSqr(Mth::floor(mob->x), Mth::floor(mob->y), Mth::floor(mob->z)) + 4;
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double radius = mob->getRestrictRadius() + xzDist;
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bRestrict = restDist < radius * radius;
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}
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else bRestrict = false;
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for (int i = 0; i < 10; i++)
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{
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int xt, yt, zt;
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// 4J - added quadrant here so that we can choose to select positions only within the one quadrant. Passing a parameter of -1 will
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// lead to normal java behaviour
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if( quadrant == -1 )
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{
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xt = random->nextInt(2 * xzDist) - xzDist;
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zt = random->nextInt(2 * xzDist) - xzDist;
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}
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else
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{
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int sx = ( ( quadrant & 1 ) ? -1 : 1 );
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int sz = ( ( quadrant & 2 ) ? -1 : 1 );
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xt = random->nextInt(xzDist) * sx;
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zt = random->nextInt(xzDist) * sz;
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}
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yt = random->nextInt(2 * yDist) - yDist;
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if (dir != NULL && xt * dir->x + zt * dir->z < 0) continue;
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xt += Mth::floor(mob->x);
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yt += Mth::floor(mob->y);
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zt += Mth::floor(mob->z);
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if (bRestrict && !mob->isWithinRestriction(xt, yt, zt)) continue;
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float value = mob->getWalkTargetValue(xt, yt, zt);
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if (value > best)
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{
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best = value;
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xBest = xt;
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yBest = yt;
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zBest = zt;
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hasBest = true;
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}
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}
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if (hasBest)
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{
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return Vec3::newTemp(xBest, yBest, zBest);
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}
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return NULL;
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} |