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88 lines
3 KiB
C++
88 lines
3 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.phys.h"
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#include "RandomPos.h"
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Vec3* RandomPos::tempDir = Vec3::newPermanent(0, 0, 0);
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Vec3* RandomPos::getPos(std::shared_ptr<PathfinderMob> mob, int xzDist,
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int yDist, int quadrant /*=-1*/) // 4J - added quadrant
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{
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return generateRandomPos(mob, xzDist, yDist, NULL, quadrant);
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}
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Vec3* RandomPos::getPosTowards(std::shared_ptr<PathfinderMob> mob, int xzDist,
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int yDist, Vec3* towardsPos) {
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tempDir->x = towardsPos->x - mob->x;
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tempDir->y = towardsPos->y - mob->y;
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tempDir->z = towardsPos->z - mob->z;
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return generateRandomPos(mob, xzDist, yDist, tempDir);
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}
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Vec3* RandomPos::getPosAvoid(std::shared_ptr<PathfinderMob> mob, int xzDist,
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int yDist, Vec3* avoidPos) {
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tempDir->x = mob->x - avoidPos->x;
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tempDir->y = mob->y - avoidPos->y;
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tempDir->z = mob->z - avoidPos->z;
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return generateRandomPos(mob, xzDist, yDist, tempDir);
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}
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Vec3* RandomPos::generateRandomPos(std::shared_ptr<PathfinderMob> mob,
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int xzDist, int yDist, Vec3* dir,
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int quadrant /*=-1*/) // 4J - added quadrant
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{
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Random* random = mob->getRandom();
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bool hasBest = false;
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int xBest = 0, yBest = 0, zBest = 0;
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float best = -99999;
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// 4J Stu - restrict is a reserved keyword
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bool bRestrict;
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if (mob->hasRestriction()) {
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double restDist =
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mob->getRestrictCenter()->distSqr(
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Mth::floor(mob->x), Mth::floor(mob->y), Mth::floor(mob->z)) +
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4;
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double radius = mob->getRestrictRadius() + xzDist;
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bRestrict = restDist < radius * radius;
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} else
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bRestrict = false;
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for (int i = 0; i < 10; i++) {
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int xt, yt, zt;
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// 4J - added quadrant here so that we can choose to select positions
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// only within the one quadrant. Passing a parameter of -1 will lead to
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// normal java behaviour
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if (quadrant == -1) {
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xt = random->nextInt(2 * xzDist) - xzDist;
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zt = random->nextInt(2 * xzDist) - xzDist;
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} else {
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int sx = ((quadrant & 1) ? -1 : 1);
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int sz = ((quadrant & 2) ? -1 : 1);
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xt = random->nextInt(xzDist) * sx;
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zt = random->nextInt(xzDist) * sz;
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}
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yt = random->nextInt(2 * yDist) - yDist;
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if (dir != NULL && xt * dir->x + zt * dir->z < 0) continue;
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xt += Mth::floor(mob->x);
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yt += Mth::floor(mob->y);
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zt += Mth::floor(mob->z);
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if (bRestrict && !mob->isWithinRestriction(xt, yt, zt)) continue;
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float value = mob->getWalkTargetValue(xt, yt, zt);
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if (value > best) {
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best = value;
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xBest = xt;
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yBest = yt;
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zBest = zt;
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hasBest = true;
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}
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}
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if (hasBest) {
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return Vec3::newTemp(xBest, yBest, zBest);
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}
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return NULL;
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} |