4jcraft/Minecraft.World/AI/Navigation/Path.cpp
2026-03-13 17:06:56 -05:00

86 lines
2.5 KiB
C++

#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<Entity> 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<Entity> 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;
}