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