#include "../../Platform/stdafx.h" #include "../../Headers/net.minecraft.world.entity.h" #include "../../Headers/net.minecraft.world.level.pathfinder.h" #include "Path.h" Path::~Path() { if (nodes.data) { for (int i = 0; i < nodes.length; i++) delete nodes.data[i]; delete[] nodes.data; } } Path::Path(NodeArray nodes) { index = 0; length = nodes.length; // 4J - copying these nodes over from a NodeArray (which is an array of Node // * references) to just a straight array of Nodes, so that this Path is no // longer dependent of Nodes allocated elsewhere and can handle its own // destruction Note: cameFrom pointer will be useless now but that isn't // used once this is just a path this->nodes = NodeArray(length); for (int i = 0; i < length; i++) { this->nodes.data[i] = new Node(); memcpy(this->nodes.data[i], nodes[i], sizeof(Node)); } } void Path::next() { index++; } bool Path::isDone() { return index >= length; } Node* Path::last() { if (length > 0) { return nodes[length - 1]; } return NULL; } Node* Path::get(int i) { return nodes[i]; } int Path::getSize() { return length; } void Path::setSize(int length) { this->length = length; } int Path::getIndex() { return index; } void Path::setIndex(int index) { this->index = index; } Vec3* Path::getPos(std::shared_ptr e, int index) { double x = nodes[index]->x + (int)(e->bbWidth + 1) * 0.5; double y = nodes[index]->y; double z = nodes[index]->z + (int)(e->bbWidth + 1) * 0.5; return Vec3::newTemp(x, y, z); } Vec3* Path::currentPos(std::shared_ptr e) { return getPos(e, index); } Vec3* Path::currentPos() { return Vec3::newTemp(nodes[index]->x, nodes[index]->y, nodes[index]->z); } bool Path::sameAs(Path* path) { if (path == NULL) return false; if (path->nodes.length != nodes.length) return false; for (int i = 0; i < nodes.length; ++i) if (nodes[i]->x != path->nodes[i]->x || nodes[i]->y != path->nodes[i]->y || nodes[i]->z != path->nodes[i]->z) return false; return true; } bool Path::endsIn(Vec3* pos) { Node* lastNode = last(); if (lastNode == NULL) return false; return lastNode->x == (int)pos->x && lastNode->y == (int)pos->y && lastNode->z == (int)pos->z; } bool Path::endsInXZ(Vec3* pos) { Node* lastNode = last(); if (lastNode == NULL) return false; return lastNode->x == (int)pos->x && lastNode->z == (int)pos->z; }