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https://github.com/4jcraft/4jcraft.git
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546 lines
24 KiB
C++
546 lines
24 KiB
C++
#include "../Platform/stdafx.h"
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#include "../Headers/net.minecraft.h"
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#include "../Headers/net.minecraft.world.entity.h"
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#include "../Headers/net.minecraft.world.entity.animal.h"
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#include "../Headers/net.minecraft.world.entity.monster.h"
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#include "../Headers/net.minecraft.world.entity.player.h"
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#include "../Headers/net.minecraft.world.level.h"
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#include "../Headers/net.minecraft.world.level.biome.h"
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#include "../Headers/net.minecraft.world.level.material.h"
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#include "../Headers/net.minecraft.world.level.pathfinder.h"
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#include "../Headers/net.minecraft.world.level.tile.h"
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#include "../Util/Difficulty.h"
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#include "../Util/WeighedRandom.h"
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#include "../Level/Level.h"
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#include "../Level/ChunkPos.h"
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#include "../Level/TilePos.h"
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#include "../../Minecraft.Client/Level/ServerLevel.h"
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#include "MobSpawner.h"
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#include "../Level/Dimensions/Dimension.h"
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const int MobSpawner::MIN_SPAWN_DISTANCE = 24;
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TilePos MobSpawner::getRandomPosWithin(Level* level, int cx, int cz) {
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// 4J Stu - Added 1.2.3 but we don't need it as it was only used to access
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// sections Leaving here though to help explain why chunk coords are not
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// passed in rather than full coords
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// LevelChunk *chunk = level->getChunk(cx, cz);
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int x = cx * 16 + level->random->nextInt(16);
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int y = level->random->nextInt(level->getHeight());
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int z = cz * 16 + level->random->nextInt(16);
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return TilePos(x, y, z);
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}
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#ifdef __PSVITA__
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// AP - See CustomMap.h for an explanation of this
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CustomMap MobSpawner::chunksToPoll;
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#else
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std::unordered_map<ChunkPos, bool, ChunkPosKeyHash, ChunkPosKeyEq>
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MobSpawner::chunksToPoll;
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#endif
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const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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bool spawnFriendlies, bool spawnPersistent) {
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#ifndef _CONTENT_PACKAGE
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#if 0
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// PIX output for mob counters - generally disabling as Entity::countFlagsForPIX is reasonably expensive
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if( level->dimension->id == 0 )
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{
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Entity::countFlagsForPIX();
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_WATERANIMAL ,false), "eTYPE_WATERANIMAL");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_ANIMALS_SPAWN_LIMIT_CHECK ,false), "eTYPE_ANIMAL");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_MONSTER ,false), "eTYPE_MONSTER");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_SQUID ,true ), "eTYPE_SQUID");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_VILLAGER ,true ), "eTYPE_VILLAGER");
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unsigned int totalCount[4];
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unsigned int protectedCount[4];
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unsigned int unprotectedCount[4];
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unsigned int couldWanderCount[4];
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totalCount[0] = level->countInstanceOf(eTYPE_COW ,true, &protectedCount[0], &couldWanderCount[0] );
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totalCount[1] = level->countInstanceOf(eTYPE_SHEEP ,true, &protectedCount[1], &couldWanderCount[1] );
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totalCount[2] = level->countInstanceOf(eTYPE_CHICKEN ,true, &protectedCount[2], &couldWanderCount[2] );
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totalCount[3] = level->countInstanceOf(eTYPE_PIG ,true, &protectedCount[3], &couldWanderCount[3] );
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for( int i = 0; i < 4; i++ ) unprotectedCount[i] = totalCount[i] - protectedCount[i];
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PIXAddNamedCounter( unprotectedCount[0], "eTYPE_COW (unprotected)");
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PIXAddNamedCounter( unprotectedCount[1], "eTYPE_SHEEP (unprotected)");
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PIXAddNamedCounter( unprotectedCount[2], "eTYPE_CHICKEN (unprotected)");
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PIXAddNamedCounter( unprotectedCount[3], "eTYPE_PIG (unprotected)");
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PIXAddNamedCounter( protectedCount[0], "eTYPE_COW (protected)");
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PIXAddNamedCounter( protectedCount[1], "eTYPE_SHEEP (protected)");
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PIXAddNamedCounter( protectedCount[2], "eTYPE_CHICKEN (protected)");
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PIXAddNamedCounter( protectedCount[3], "eTYPE_PIG (protected)");
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PIXAddNamedCounter( couldWanderCount[0], "eTYPE_COW (could wander)");
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PIXAddNamedCounter( couldWanderCount[1], "eTYPE_SHEEP (could wander)");
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PIXAddNamedCounter( couldWanderCount[2], "eTYPE_CHICKEN (could wander)");
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PIXAddNamedCounter( couldWanderCount[3], "eTYPE_PIG (could wander)");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_WOLF ,true ), "eTYPE_WOLF");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_CREEPER ,true ), "eTYPE_CREEPER");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_GIANT ,true ), "eTYPE_GIANT");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_SKELETON ,true ), "eTYPE_SKELETON");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_SPIDER ,true ), "eTYPE_SPIDER");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_ZOMBIE ,true ), "eTYPE_ZOMBIE");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_PIGZOMBIE ,true ), "eTYPE_PIGZOMBIE");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_SLIME ,true ), "eTYPE_SLIME");
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PIXAddNamedCounter( level->countInstanceOf(eTYPE_GHAST ,true ), "eTYPE_GHAST");
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}
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#endif
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#endif
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if (!spawnEnemies && !spawnFriendlies && !spawnPersistent) {
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return 0;
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}
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MemSect(20);
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chunksToPoll.clear();
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#if 0
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AUTO_VAR(itEnd, level->players.end());
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for (AUTO_VAR(it, level->players.begin()); it != itEnd; it++)
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{
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std::shared_ptr<Player> player = *it; //level->players.at(i);
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int xx = Mth::floor(player->x / 16);
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int zz = Mth::floor(player->z / 16);
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int r = 128 / 16;
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for (int x = -r; x <= r; x++)
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for (int z = -r; z <= r; z++)
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{
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chunksToPoll.insert(ChunkPos(x + xx, z + zz));
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}
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}
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#else
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// 4J - rewritten to add chunks interleaved by player, and to add them from
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// the centre outwards. We're going to be potentially adding less creatures
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// than the original so that our count stays consistent with number of
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// players added, so we want to make sure as best we can that the ones we do
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// add are near the active players
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int playerCount = (int)level->players.size();
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int* xx = new int[playerCount];
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int* zz = new int[playerCount];
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for (int i = 0; i < playerCount; i++) {
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std::shared_ptr<Player> player = level->players[i];
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xx[i] = Mth::floor(player->x / 16);
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zz[i] = Mth::floor(player->z / 16);
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#ifdef __PSVITA__
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chunksToPoll.insert(ChunkPos(xx[i], zz[i]), false);
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#else
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chunksToPoll.insert(
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std::pair<ChunkPos, bool>(ChunkPos(xx[i], zz[i]), false));
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#endif
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}
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for (int r = 1; r <= 8; r++) {
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for (int l = 0; l < (r * 2); l++) {
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for (int i = 0; i < playerCount; i++) {
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bool edgeChunk = (r == 8);
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// If this chunk isn't at the edge of the region for this
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// player, then always store with a flag of false so that if it
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// was at the edge of another player, then this will remove that
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if (!edgeChunk) {
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#ifdef __PSVITA__
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chunksToPoll.insert(ChunkPos((xx[i] - r) + l, (zz[i] - r)),
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false);
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chunksToPoll.insert(ChunkPos((xx[i] + r), (zz[i] - r) + l),
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false);
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chunksToPoll.insert(ChunkPos((xx[i] + r) - l, (zz[i] + r)),
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false);
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chunksToPoll.insert(ChunkPos((xx[i] - r), (zz[i] + r) - l),
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false);
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#else
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chunksToPoll.insert(std::pair<ChunkPos, bool>(
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ChunkPos((xx[i] - r) + l, (zz[i] - r)), false));
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chunksToPoll.insert(std::pair<ChunkPos, bool>(
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ChunkPos((xx[i] + r), (zz[i] - r) + l), false));
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chunksToPoll.insert(std::pair<ChunkPos, bool>(
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ChunkPos((xx[i] + r) - l, (zz[i] + r)), false));
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chunksToPoll.insert(std::pair<ChunkPos, bool>(
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ChunkPos((xx[i] - r), (zz[i] + r) - l), false));
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#endif
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} else {
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#ifdef __PSVITA__
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ChunkPos cp = ChunkPos((xx[i] - r) + l, (zz[i] - r));
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if (chunksToPoll.find(cp)) chunksToPoll.insert(cp, true);
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cp = ChunkPos((xx[i] + r), (zz[i] - r) + l);
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if (chunksToPoll.find(cp)) chunksToPoll.insert(cp, true);
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cp = ChunkPos((xx[i] + r) - l, (zz[i] + r));
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if (chunksToPoll.find(cp)) chunksToPoll.insert(cp, true);
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cp = ChunkPos((xx[i] - r), (zz[i] + r) - l);
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if (chunksToPoll.find(cp)) chunksToPoll.insert(cp, true);
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#else
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ChunkPos cp = ChunkPos((xx[i] - r) + l, (zz[i] - r));
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if (chunksToPoll.find(cp) == chunksToPoll.end())
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chunksToPoll.insert(
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std::pair<ChunkPos, bool>(cp, true));
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cp = ChunkPos((xx[i] + r), (zz[i] - r) + l);
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if (chunksToPoll.find(cp) == chunksToPoll.end())
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chunksToPoll.insert(
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std::pair<ChunkPos, bool>(cp, true));
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cp = ChunkPos((xx[i] + r) - l, (zz[i] + r));
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if (chunksToPoll.find(cp) == chunksToPoll.end())
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chunksToPoll.insert(
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std::pair<ChunkPos, bool>(cp, true));
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cp = ChunkPos((xx[i] - r), (zz[i] + r) - l);
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if (chunksToPoll.find(cp) == chunksToPoll.end())
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chunksToPoll.insert(
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std::pair<ChunkPos, bool>(cp, true));
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#endif
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}
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}
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}
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}
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delete[] xx;
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delete[] zz;
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#endif
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MemSect(0);
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int count = 0;
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MemSect(31);
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Pos* spawnPos = level->getSharedSpawnPos();
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MemSect(0);
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for (unsigned int i = 0; i < MobCategory::values.length; i++) {
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MobCategory* mobCategory = MobCategory::values[i];
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if ((mobCategory->isFriendly() && !spawnFriendlies) ||
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(!mobCategory->isFriendly() && !spawnEnemies) ||
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(mobCategory->isPersistent() && !spawnPersistent)) {
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continue;
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}
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// 4J - early out for non-main dimensions, if spawning anything friendly
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if (mobCategory->isFriendly()) {
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if (level->dimension->id != 0) {
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continue;
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}
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}
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// 4J - this is now quite different to the java version. We just have
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// global max counts for the level whereas the original has a max per
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// chunk that scales with the number of chunks to be polled.
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int categoryCount = level->countInstanceOf(
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mobCategory->getEnumBaseClass(), mobCategory->isSingleType());
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if (categoryCount >= mobCategory->getMaxInstancesPerLevel()) {
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continue;
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}
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#ifdef __PSVITA__
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for (int i = 0; i < chunksToPoll.end(); i += 1) {
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SCustomMapNode* it = chunksToPoll.get(i);
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#else
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AUTO_VAR(itEndCTP, chunksToPoll.end());
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for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCTP; it++) {
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#endif
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if (it->second) {
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// don't add mobs to edge chunks, to prevent adding mobs
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// "outside" of the active playground
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continue;
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}
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ChunkPos* cp = (ChunkPos*)(&it->first);
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// 4J - don't let this actually create/load a chunk that isn't here
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// already - we'll let the normal updateDirtyChunks etc. processes
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// do that, so it can happen on another thread
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if (!level->hasChunk(cp->x, cp->z)) continue;
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TilePos start = getRandomPosWithin(level, cp->x, cp->z);
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int xStart = start.x;
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int yStart = start.y;
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int zStart = start.z;
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if (level->isSolidBlockingTile(xStart, yStart, zStart)) continue;
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if (level->getMaterial(xStart, yStart, zStart) !=
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mobCategory->getSpawnPositionMaterial())
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continue;
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int clusterSize = 0;
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for (int dd = 0; dd < 3; dd++) {
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int x = xStart;
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int y = yStart;
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int z = zStart;
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int ss = 6;
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Biome::MobSpawnerData* currentMobType = NULL;
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MobGroupData* groupData = NULL;
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for (int ll = 0; ll < 4; ll++) {
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x +=
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level->random->nextInt(ss) - level->random->nextInt(ss);
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y += level->random->nextInt(1) - level->random->nextInt(1);
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z +=
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level->random->nextInt(ss) - level->random->nextInt(ss);
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// int y = heightMap[x + z * w] + 1;
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// 4J - don't let this actually create/load a chunk that
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// isn't here already - we'll let the normal
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// updateDirtyChunks etc. processes do that, so it can
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// happen on another thread
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if (!level->hasChunkAt(x, y, z)) continue;
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if (isSpawnPositionOk(mobCategory, level, x, y, z)) {
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float xx = x + 0.5f;
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float yy = (float)y;
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float zz = z + 0.5f;
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if (level->getNearestPlayer(
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xx, yy, zz, MIN_SPAWN_DISTANCE) != NULL) {
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continue;
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} else {
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float xd = xx - spawnPos->x;
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float yd = yy - spawnPos->y;
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float zd = zz - spawnPos->z;
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float sd = xd * xd + yd * yd + zd * zd;
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if (sd < MIN_SPAWN_DISTANCE * MIN_SPAWN_DISTANCE) {
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continue;
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}
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}
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if (currentMobType == NULL) {
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currentMobType = level->getRandomMobSpawnAt(
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mobCategory, x, y, z);
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if (currentMobType == NULL) {
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break;
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}
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}
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std::shared_ptr<Mob> mob;
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// 4J - removed try/catch
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// try
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// {
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MemSect(29);
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// mob =
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// type.mobClass.getConstructor(Level.class).newInstance(level);
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mob = std::dynamic_pointer_cast<Mob>(
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EntityIO::newByEnumType(currentMobType->mobClass,
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level));
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MemSect(0);
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// }
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// catch
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//(exception e)
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// {
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// //
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// TODO 4J We can't print a stack trace, and the
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// newInstance function doesn't throw an exception just
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// now anyway
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// //e.printStackTrace();
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// return
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// count;
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// }
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// 4J - If it is an animal or a monster, don't let any
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// one type of mob represent more than 50% of the total
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// amount of these things. This was added initially to
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// stop flat lands being totally populated with slimes
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// but seems like a generally good rule.
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eINSTANCEOF mobType = mob->GetType();
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if ((mobType & eTYPE_ANIMALS_SPAWN_LIMIT_CHECK) ||
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(mobType & eTYPE_MONSTER)) {
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// even more special rule for ghasts, because
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// filling up the nether with 25 of them is a bit
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// unpleasant. In the java version they are only
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// limited by the fact that the world fills up with
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// pig zombies (the only other type of enemy mob in
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// the nether) before them - they aren't actually
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// even counted properly themselves
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if (mobType == eTYPE_GHAST) {
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if (level->countInstanceOf(mobType, true) >= 4)
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continue;
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} else if (mobType == eTYPE_ENDERMAN &&
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level->dimension->id == 1) {
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// Special rule for the end, as we only have
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// Endermen (plus the dragon). Increase the
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// spawnable counts based on level difficulty
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int maxEndermen =
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mobCategory->getMaxInstancesPerLevel();
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if (level->difficulty == Difficulty::NORMAL) {
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maxEndermen -=
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mobCategory->getMaxInstancesPerLevel() /
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4;
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} else if (level->difficulty <=
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Difficulty::EASY) {
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maxEndermen -=
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mobCategory->getMaxInstancesPerLevel() /
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2;
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}
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if (level->countInstanceOf(mobType, true) >=
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maxEndermen)
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continue;
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} else if (level->countInstanceOf(mobType, true) >=
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(mobCategory->getMaxInstancesPerLevel() /
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2))
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continue;
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}
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mob->moveTo(xx, yy, zz,
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level->random->nextFloat() * 360, 0);
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if (mob->canSpawn()) {
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// 4J - check if we are going to despawn straight
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// away too, and don't add if we will - otherwise
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// we'll be sending network packets for adding &
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// removal that we don't need
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mob->checkDespawn();
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if (!mob->removed) {
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clusterSize++;
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categoryCount++;
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mob->setDespawnProtected(); // 4J added -
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// default to
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// protected
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// against
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// despawning
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level->addEntity(mob);
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groupData = mob->finalizeMobSpawn(groupData);
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// 4J - change here so that we can't ever make
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// more than the desired amount of entities in
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// each priority. In the original java version
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// depending on the random spawn positions being
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// considered the only limit as to the number of
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// entities created per category is the number
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// of chunks to poll.
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if (categoryCount >=
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mobCategory->getMaxInstancesPerLevel())
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goto categoryLoop;
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if (clusterSize >=
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mob->getMaxSpawnClusterSize())
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goto chunkLoop;
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}
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}
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count += clusterSize;
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}
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}
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}
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chunkLoop:
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continue;
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}
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categoryLoop:
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continue;
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}
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delete spawnPos;
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return count;
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}
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bool MobSpawner::isSpawnPositionOk(MobCategory* category, Level* level, int x,
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int y, int z) {
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// 4J - don't let this actually create/load a chunk that isn't here already
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// - we'll let the normal updateDirtyChunks etc. processes do that, so it
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// can happen on another thread
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if (!level->hasChunkAt(x, y, z)) return false;
|
|
|
|
#ifdef __PSVITA__
|
|
// AP - added this for Vita. Make sure a new spawn point has 2 chunks around
|
|
// it. This will make sure monsters don't keep getting spawned on the edge
|
|
// preventing other new monsters from being spawned
|
|
int r = 32;
|
|
if (!level->hasChunksAt(x - r, 0, z - r, x + r, 0, z + r)) {
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
if (category->getSpawnPositionMaterial() == Material::water) {
|
|
// 4J - changed to spawn water things only in deep water
|
|
int yo = 0;
|
|
int liquidCount = 0;
|
|
|
|
while ((y - yo) >= 0 && (yo < 5)) {
|
|
if (level->getMaterial(x, y - yo, z)->isLiquid()) liquidCount++;
|
|
yo++;
|
|
}
|
|
|
|
// 4J - Sometimes deep water could be just a waterfall, so check that
|
|
// it's wide as well
|
|
bool inEnoughWater = false;
|
|
if (liquidCount == 5) {
|
|
if (level->getMaterial(x + 5, y, z)->isLiquid() &&
|
|
level->getMaterial(x - 5, y, z)->isLiquid() &&
|
|
level->getMaterial(x, y, z + 5)->isLiquid() &&
|
|
level->getMaterial(x, y, z - 5)->isLiquid()) {
|
|
inEnoughWater = true;
|
|
}
|
|
}
|
|
|
|
return inEnoughWater && !level->isSolidBlockingTile(x, y + 1, z);
|
|
} else {
|
|
if (!level->isTopSolidBlocking(x, y - 1, z)) return false;
|
|
int tt = level->getTile(x, y - 1, z);
|
|
return tt != Tile::unbreakable_Id &&
|
|
!level->isSolidBlockingTile(x, y, z) &&
|
|
!level->getMaterial(x, y, z)->isLiquid() &&
|
|
!level->isSolidBlockingTile(x, y + 1, z);
|
|
}
|
|
}
|
|
|
|
void MobSpawner::postProcessSpawnMobs(Level* level, Biome* biome, int xo,
|
|
int zo, int cellWidth, int cellHeight,
|
|
Random* random) {
|
|
// 4J - not for our version. Creates a few too many mobs.
|
|
#if 0
|
|
std::vector<Biome::MobSpawnerData *> *mobs = biome->getMobs(MobCategory::creature);
|
|
if (mobs->empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
while (random->nextFloat() < biome->getCreatureProbability())
|
|
{
|
|
Biome::MobSpawnerData *type = (Biome::MobSpawnerData *) WeighedRandom::getRandomItem(level->random, ((std::vector<WeighedRandomItem *> *)mobs));
|
|
MobGroupData *groupData = NULL;
|
|
int count = type->minCount + random->nextInt(1 + type->maxCount - type->minCount);
|
|
|
|
int x = xo + random->nextInt(cellWidth);
|
|
int z = zo + random->nextInt(cellHeight);
|
|
int startX = x, startZ = z;
|
|
|
|
for (int c = 0; c < count; c++)
|
|
{
|
|
bool success = false;
|
|
for (int attempts = 0; !success && attempts < 4; attempts++)
|
|
{
|
|
// these mobs always spawn at the topmost position
|
|
int y = level->getTopSolidBlock(x, z);
|
|
if (isSpawnPositionOk(MobCategory::creature, level, x, y, z))
|
|
{
|
|
|
|
float xx = x + 0.5f;
|
|
float yy = (float)y;
|
|
float zz = z + 0.5f;
|
|
|
|
std::shared_ptr<Mob> mob;
|
|
//try {
|
|
mob = std::dynamic_pointer_cast<Mob>( EntityIO::newByEnumType(type->mobClass, level ) );
|
|
//} catch (Exception e) {
|
|
// e.printStackTrace();
|
|
// continue;
|
|
//}
|
|
|
|
// System.out.println("Placing night mob");
|
|
mob->moveTo(xx, yy, zz, random->nextFloat() * 360, 0);
|
|
|
|
mob->setDespawnProtected();
|
|
|
|
level->addEntity(mob);
|
|
groupData = mob->finalizeMobSpawn(groupData);
|
|
success = true;
|
|
}
|
|
|
|
x += random->nextInt(5) - random->nextInt(5);
|
|
z += random->nextInt(5) - random->nextInt(5);
|
|
while (x < xo || x >= (xo + cellWidth) || z < zo || z >= (zo + cellWidth))
|
|
{
|
|
x = startX + random->nextInt(5) - random->nextInt(5);
|
|
z = startZ + random->nextInt(5) - random->nextInt(5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|