Files
MinecraftConsoles/Minecraft.World/RandomStrollGoal.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

60 lines
1.9 KiB
C++

#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.ai.navigation.h"
#include "net.minecraft.world.entity.ai.util.h"
#include "net.minecraft.world.phys.h"
#include "SharedConstants.h"
#include "RandomStrollGoal.h"
RandomStrollGoal::RandomStrollGoal(PathfinderMob *mob, double speedModifier)
{
this->mob = mob;
this->speedModifier = speedModifier;
setRequiredControlFlags(Control::MoveControlFlag | Control::LookControlFlag);
}
bool RandomStrollGoal::canUse()
{
// 4J - altered a little so we can do some more random strolling when appropriate, to try and move any animals that aren't confined to a fenced-off region far enough to determine we can despawn them
if (mob->getNoActionTime() < SharedConstants::TICKS_PER_SECOND * 5)
{
if (mob->getRandom()->nextInt(120) == 0)
{
Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7);
if (pos == nullptr) return false;
wantedX = pos->x;
wantedY = pos->y;
wantedZ = pos->z;
return true;
}
}
else
{
// This entity wouldn't normally be randomly strolling. However, if our management system says that it should do, then do. Don't
// bother waiting for random conditions to be met before picking a direction though as the point here is to see if it is possible to
// stroll out of a given area and so waiting around is just wasting time
if( mob->isExtraWanderingEnabled() )
{
Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7,mob->getWanderingQuadrant());
if (pos == nullptr) return false;
wantedX = pos->x;
wantedY = pos->y;
wantedZ = pos->z;
return true;
}
}
return false;
}
bool RandomStrollGoal::canContinueToUse()
{
return !mob->getNavigation()->isDone();
}
void RandomStrollGoal::start()
{
mob->getNavigation()->moveTo(wantedX, wantedY, wantedZ, speedModifier);
}