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.
81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.tile.h"
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#include "TickNextTickData.h"
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int64_t TickNextTickData::C = 0;
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TickNextTickData::TickNextTickData(int x, int y, int z, int tileId)
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{
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m_delay = 0;
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c = C++;
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this->x = x;
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this->y = y;
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this->z = z;
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this->tileId = tileId;
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priorityTilt = 0;
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}
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bool TickNextTickData::equals(const TickNextTickData *o) const
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{
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// TODO 4J Is this safe to cast it before we do a dynamic_cast? Will the dynamic_cast still fail?
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// We cannot dynamic_cast a void*
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if ( o != NULL)
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{
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TickNextTickData *t = (TickNextTickData *) o;
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return x == t->x && y == t->y && z == t->z && Tile::isMatching(tileId, t->tileId);
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}
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return false;
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}
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int TickNextTickData::hashCode() const
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{
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return (((x * 1024 * 1024) + (z * 1024) + y) * 256);
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}
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TickNextTickData *TickNextTickData::delay(int64_t l)
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{
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m_delay = l;
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return this;
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}
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void TickNextTickData::setPriorityTilt(int priorityTilt)
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{
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this->priorityTilt = priorityTilt;
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}
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int TickNextTickData::compareTo(const TickNextTickData *tnd) const
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{
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if (m_delay < tnd->m_delay) return -1;
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if (m_delay > tnd->m_delay) return 1;
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if (priorityTilt != tnd->priorityTilt) return priorityTilt - tnd->priorityTilt;
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if (c < tnd->c) return -1;
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if (c > tnd->c) return 1;
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return 0;
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}
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bool TickNextTickData::operator==(const TickNextTickData &k)
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{
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return equals( &k );
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}
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//A class that takes two arguments of the same type as the container elements and returns a bool.
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//The expression comp(a,b), where comp is an object of this comparison class and a and b are elements of the container,
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//shall return true if a is to be placed at an earlier position than b in a strict weak ordering operation.
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//This can either be a class implementing a function call operator or a pointer to a function (see constructor for an example).
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//This defaults to less<Key>, which returns the same as applying the less-than operator (a<b).
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bool TickNextTickData::compare_fnct(const TickNextTickData &x, const TickNextTickData &y)
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{
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return x.compareTo( &y ) < 0;
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}
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int TickNextTickData::hash_fnct(const TickNextTickData &k)
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{
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return k.hashCode();
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}
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bool TickNextTickData::eq_test(const TickNextTickData &x, const TickNextTickData &y)
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{
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return x.equals(&y);
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} |