Files
MinecraftConsoles/Minecraft.World/VillageSiege.cpp
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

161 lines
3.7 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.ai.village.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.monster.h"
#include "net.minecraft.world.level.h"
#include "VillageSiege.h"
VillageSiege::VillageSiege(Level *level)
{
hasSetupSiege = false;
siegeState = SIEGE_NOT_INITED;
siegeCount = 0;
nextSpawnTime = 0;
village = weak_ptr<Village>();
spawnX = spawnY = spawnZ = 0;
this->level = level;
}
void VillageSiege::tick()
{
bool debug = false;
if (debug)
{
if (siegeState == SIEGE_DONE)
{
siegeCount = 100;
return;
}
// return;
}
else
{
if (level->isDay())
{
siegeState = SIEGE_CAN_ACTIVATE;
return;
}
if (siegeState == SIEGE_DONE) return;
if (siegeState == SIEGE_CAN_ACTIVATE)
{
float timeOfDay = level->getTimeOfDay(0);
if (timeOfDay < 0.50 || timeOfDay > 0.501) return;
siegeState = level->random->nextInt(10) == 0 ? SIEGE_TONIGHT : SIEGE_DONE;
hasSetupSiege = false;
if (siegeState == SIEGE_DONE) return;
}
}
if (!hasSetupSiege)
{
if (tryToSetupSiege()) hasSetupSiege = true;
else return;
}
// Siege!
if (nextSpawnTime > 0)
{
--nextSpawnTime;
return;
}
nextSpawnTime = 2; // 50 + level.random.nextInt(100);
if (siegeCount > 0)
{
trySpawn();
--siegeCount;
}
else
{
siegeState = SIEGE_DONE;
}
}
bool VillageSiege::tryToSetupSiege()
{
vector<shared_ptr<Player> > *players = &level->players;
for(auto& player : *players)
{
shared_ptr<Village> _village = level->villages->getClosestVillage((int) player->x, (int) player->y, (int) player->z, 1);
village = _village;
if (_village == NULL) continue;
if (_village->getDoorCount() < 10) continue;
if (_village->getStableAge() < 20) continue;
if (_village->getPopulationSize() < 20) continue;
// setup siege origin
Pos *center = _village->getCenter();
float radius = _village->getRadius();
bool overlaps = false;
for (int i = 0; i < 10; ++i)
{
spawnX = center->x + (int) (Mth::cos(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
spawnY = center->y;
spawnZ = center->z + (int) (Mth::sin(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
overlaps = false;
vector<shared_ptr<Village> > *villages = level->villages->getVillages();
//for (Village v : level.villages.getVillages())
for(auto& v : *villages)
{
if (v == _village) continue;
if (v->isInside(spawnX, spawnY, spawnZ))
{
overlaps = true;
break;
}
}
if (!overlaps) break;
}
if (overlaps) return false;
Vec3 *spawnPos = findRandomSpawnPos(spawnX, spawnY, spawnZ);
if (spawnPos == NULL) continue;
nextSpawnTime = 0;
siegeCount = 20;
return true;
}
return false;
}
bool VillageSiege::trySpawn()
{
Vec3 *spawnPos = findRandomSpawnPos(spawnX, spawnY, spawnZ);
if (spawnPos == NULL) return false;
shared_ptr<Zombie> mob;
{
mob = shared_ptr<Zombie>( new Zombie(level) );
mob->finalizeMobSpawn(NULL);
mob->setVillager(false);
}
mob->moveTo(spawnPos->x, spawnPos->y, spawnPos->z, level->random->nextFloat() * 360, 0);
level->addEntity(mob);
shared_ptr<Village> _village = village.lock();
if( _village == NULL ) return false;
Pos *center = _village->getCenter();
mob->restrictTo(center->x, center->y, center->z, _village->getRadius());
return true;
}
Vec3 *VillageSiege::findRandomSpawnPos(int x, int y, int z)
{
shared_ptr<Village> _village = village.lock();
if( _village == NULL ) return NULL;
for (int i = 0; i < 10; ++i)
{
int xx = x + level->random->nextInt(16) - 8;
int yy = y + level->random->nextInt(6) - 3;
int zz = z + level->random->nextInt(16) - 8;
if (!_village->isInside(xx, yy, zz)) continue;
if (MobSpawner::isSpawnPositionOk(MobCategory::monster, level, xx, yy, zz)) return Vec3::newTemp(xx, yy, zz);
}
return NULL;
}