the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "EggTile.h" 3#include "net.minecraft.world.level.h" 4#include "net.minecraft.world.level.tile.h" 5#include "net.minecraft.world.entity.item.h" 6 7EggTile::EggTile(int id) : Tile(id, Material::egg, isSolidRender()) 8{ 9} 10 11void EggTile::onPlace(Level *level, int x, int y, int z) 12{ 13 level->addToTickNextTick(x, y, z, id, getTickDelay(level)); 14} 15 16void EggTile::neighborChanged(Level *level, int x, int y, int z, int type) 17{ 18 level->addToTickNextTick(x, y, z, id, getTickDelay(level)); 19} 20 21void EggTile::tick(Level *level, int x, int y, int z, Random *random) 22{ 23 checkSlide(level, x, y, z); 24} 25 26void EggTile::checkSlide(Level *level, int x, int y, int z) 27{ 28 if (HeavyTile::isFree(level, x, y - 1, z) && y >= 0) 29 { 30 int r = 32; 31 if (HeavyTile::instaFall || !level->hasChunksAt(x - r, y - r, z - r, x + r, y + r, z + r)) 32 { 33 level->removeTile(x, y, z); 34 while (HeavyTile::isFree(level, x, y - 1, z) && y > 0) 35 y--; 36 if (y > 0) 37 { 38 level->setTileAndData(x, y, z, id, 0, Tile::UPDATE_CLIENTS); 39 } 40 } 41 else 42 { 43 shared_ptr<FallingTile> e = shared_ptr<FallingTile>(new FallingTile(level, x + 0.5f, y + 0.5f, z + 0.5f, id)); 44 level->addEntity(e); 45 } 46 } 47} 48 49bool EggTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param 50{ 51 if(soundOnly) return false; 52 53 teleport(level, x, y, z); 54 return true; 55} 56 57void EggTile::attack(Level *level, int x, int y, int z, shared_ptr<Player> player) 58{ 59 teleport(level, x, y, z); 60} 61 62void EggTile::teleport(Level *level, int x, int y, int z) 63{ 64 if (level->getTile(x, y, z) != id) return; 65 66 for (int i = 0; i < 1000; i++) 67 { 68 int xt = x + level->random->nextInt(16) - level->random->nextInt(16); 69 int yt = y + level->random->nextInt(8) - level->random->nextInt(8); 70 int zt = z + level->random->nextInt(16) - level->random->nextInt(16); 71 if (level->getTile(xt, yt, zt) == 0) 72 { 73 // Fix for TU9: Content: Art: Dragon egg teleport particle effect isn't present. 74 // Don't set tiles on client, and don't create particles on the server (matches later change in Java) 75 if(!level->isClientSide) 76 { 77 level->setTileAndData(xt, yt, zt, id, level->getData(x, y, z), Tile::UPDATE_CLIENTS); 78 level->removeTile(x, y, z); 79 80 // 4J Stu - The PC version is wrong as the particles calculated on the client side will point towards a different 81 // location to the one where the egg has actually moved. As the deltas are all small we can pack them into an int 82 // See generateTeleportParticles for unpacking 83 char deltaX = x-xt; 84 char deltaY = y-yt; 85 char deltaZ = z-zt; 86 int deltas = 0|(deltaX&0xFF)|((deltaY&0xFF)<<8)|((deltaZ&0xFF)<<16); 87 88 level->levelEvent(LevelEvent::END_EGG_TELEPORT,xt,yt,zt,deltas); 89 } 90 91 // 4J Stu - This code will not work correctly on the client as it will show the particles going in the wrong direction 92 // and only for the player who attacks the egg 93 // else 94 // { 95 // int count = 128; 96 // for (int j = 0; j < count; j++) 97 // { 98 // double d = level->random->nextDouble(); // j < count / 2 ? 0 : 99 //// 1; 100 // float xa = (level->random->nextFloat() - 0.5f) * 0.2f; 101 // float ya = (level->random->nextFloat() - 0.5f) * 0.2f; 102 // float za = (level->random->nextFloat() - 0.5f) * 0.2f; 103 104 // double _x = xt + (x - xt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; 105 // double _y = yt + (y - yt) * d + level->random->nextDouble() * 1 - 0.5f; 106 // double _z = zt + (z - zt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; 107 // level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za); 108 // } 109 // } 110 return; 111 } 112 } 113} 114 115int EggTile::getTickDelay(Level *level) 116{ 117 return 5; 118} 119 120bool EggTile::blocksLight() 121{ 122 return false; 123} 124 125bool EggTile::isSolidRender(bool isServerLevel) 126{ 127 return false; 128} 129 130bool EggTile::isCubeShaped() 131{ 132 return false; 133} 134 135bool EggTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face) 136{ 137 return true; 138} 139 140int EggTile::getRenderShape() 141{ 142 return Tile::SHAPE_EGG; 143} 144 145int EggTile::cloneTileId(Level *level, int x, int y, int z) 146{ 147 return 0; 148} 149 150// 4J Added for Fix for #77475 - TU9: Content: Art: Dragon egg teleport particle effect isn't present. 151void EggTile::generateTeleportParticles(Level *level,int xt,int yt, int zt,int deltas) 152{ 153 int count = 128; 154 155 // See above for packing 156 char deltaX = deltas&0xFF; 157 char deltaY = (deltas>>8)&0xFF; 158 char deltaZ = (deltas>>16)&0xFF; 159 160 for (int j = 0; j < count; j++) 161 { 162 double d = level->random->nextDouble(); // j < count / 2 ? 0 : 163 // 1; 164 float xa = (level->random->nextFloat() - 0.5f) * 0.2f; 165 float ya = (level->random->nextFloat() - 0.5f) * 0.2f; 166 float za = (level->random->nextFloat() - 0.5f) * 0.2f; 167 168 double _x = xt + deltaX * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; 169 double _y = yt + deltaY * d + level->random->nextDouble() * 1 - 0.5f; 170 double _z = zt + deltaZ * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; 171 level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za); 172 } 173}