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