Files
MinecraftConsoles/Minecraft.World/FleeSunGoal.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

52 lines
1.4 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.ai.navigation.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.phys.h"
#include "FleeSunGoal.h"
FleeSunGoal::FleeSunGoal(PathfinderMob *mob, double speedModifier)
{
this->mob = mob;
this->speedModifier = speedModifier;
this->level = mob->level;
setRequiredControlFlags(Control::MoveControlFlag);
}
bool FleeSunGoal::canUse()
{
if (!level->isDay()) return false;
if (!mob->isOnFire()) return false;
if (!level->canSeeSky(Mth::floor(mob->x), static_cast<int>(mob->bb->y0), Mth::floor(mob->z))) return false;
Vec3 *pos = getHidePos();
if (pos == nullptr) return false;
wantedX = pos->x;
wantedY = pos->y;
wantedZ = pos->z;
return true;
}
bool FleeSunGoal::canContinueToUse()
{
return !mob->getNavigation()->isDone();
}
void FleeSunGoal::start()
{
mob->getNavigation()->moveTo(wantedX, wantedY, wantedZ, speedModifier);
}
Vec3 *FleeSunGoal::getHidePos()
{
Random *random = mob->getRandom();
for (int i = 0; i < 10; i++)
{
int xt = Mth::floor(mob->x + random->nextInt(20) - 10);
int yt = Mth::floor(mob->bb->y0 + random->nextInt(6) - 3);
int zt = Mth::floor(mob->z + random->nextInt(20) - 10);
if (!level->canSeeSky(xt, yt, zt) && mob->getWalkTargetValue(xt, yt, zt) < 0) return Vec3::newTemp(xt, yt, zt);
}
return nullptr;
}