Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

88 lines
2.5 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.phys.h"
#include "RandomPos.h"
Vec3 *RandomPos::tempDir = Vec3::newPermanent(0, 0, 0);
Vec3 *RandomPos::getPos(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, int quadrant/*=-1*/) // 4J - added quadrant
{
return generateRandomPos(mob, xzDist, yDist, NULL, quadrant);
}
Vec3 *RandomPos::getPosTowards(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, Vec3 *towardsPos)
{
tempDir->x = towardsPos->x - mob->x;
tempDir->y = towardsPos->y - mob->y;
tempDir->z = towardsPos->z - mob->z;
return generateRandomPos(mob, xzDist, yDist, tempDir);
}
Vec3 *RandomPos::getPosAvoid(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, Vec3 *avoidPos)
{
tempDir->x = mob->x - avoidPos->x;
tempDir->y = mob->y - avoidPos->y;
tempDir->z = mob->z - avoidPos->z;
return generateRandomPos(mob, xzDist, yDist, tempDir);
}
Vec3 *RandomPos::generateRandomPos(shared_ptr<PathfinderMob> mob, int xzDist, int yDist, Vec3 *dir, int quadrant/*=-1*/) // 4J - added quadrant
{
Random *random = mob->getRandom();
bool hasBest = false;
int xBest = 0, yBest = 0, zBest = 0;
float best = -99999;
// 4J Stu - restrict is a reserved keyword
bool bRestrict;
if (mob->hasRestriction())
{
double restDist = mob->getRestrictCenter()->distSqr(Mth::floor(mob->x), Mth::floor(mob->y), Mth::floor(mob->z)) + 4;
double radius = mob->getRestrictRadius() + xzDist;
bRestrict = restDist < radius * radius;
}
else bRestrict = false;
for (int i = 0; i < 10; i++)
{
int xt, yt, zt;
// 4J - added quadrant here so that we can choose to select positions only within the one quadrant. Passing a parameter of -1 will
// lead to normal java behaviour
if( quadrant == -1 )
{
xt = random->nextInt(2 * xzDist) - xzDist;
zt = random->nextInt(2 * xzDist) - xzDist;
}
else
{
int sx = ( ( quadrant & 1 ) ? -1 : 1 );
int sz = ( ( quadrant & 2 ) ? -1 : 1 );
xt = random->nextInt(xzDist) * sx;
zt = random->nextInt(xzDist) * sz;
}
yt = random->nextInt(2 * yDist) - yDist;
if (dir != NULL && xt * dir->x + zt * dir->z < 0) continue;
xt += Mth::floor(mob->x);
yt += Mth::floor(mob->y);
zt += Mth::floor(mob->z);
if (bRestrict && !mob->isWithinRestriction(xt, yt, zt)) continue;
float value = mob->getWalkTargetValue(xt, yt, zt);
if (value > best)
{
best = value;
xBest = xt;
yBest = yt;
zBest = zt;
hasBest = true;
}
}
if (hasBest)
{
return Vec3::newTemp(xBest, yBest, zBest);
}
return NULL;
}