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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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12 kB · 396 lines
C++
at main
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ServerPlayerGameMode::ServerPlayerGameMode(Level *level){ // 4J - added initialisers isDestroyingBlock = false; destroyProgressStart = 0; xDestroyBlock = yDestroyBlock = zDestroyBlock = 0; gameTicks = 0; hasDelayedDestroy = false; delayedDestroyX = delayedDestroyY = delayedDestroyZ = 0; delayedTickStart = 0; lastSentState = -1; gameModeForPlayer = GameType::NOT_SET;
this->level = level;
// 4J Added m_gameRules = NULL;}
ServerPlayerGameMode::~ServerPlayerGameMode(){ if(m_gameRules!=NULL) delete m_gameRules;}
void ServerPlayerGameMode::setGameModeForPlayer(GameType *gameModeForPlayer){ this->gameModeForPlayer = gameModeForPlayer;
gameModeForPlayer->updatePlayerAbilities(&(player->abilities)); player->onUpdateAbilities();
}
GameType *ServerPlayerGameMode::getGameModeForPlayer(){ return gameModeForPlayer;}
bool ServerPlayerGameMode::isSurvival(){ return gameModeForPlayer->isSurvival();}
bool ServerPlayerGameMode::isCreative(){ return gameModeForPlayer->isCreative();}
void ServerPlayerGameMode::updateGameMode(GameType *gameType){ if (gameModeForPlayer == GameType::NOT_SET) { gameModeForPlayer = gameType; } setGameModeForPlayer(gameModeForPlayer);}
void ServerPlayerGameMode::tick(){ gameTicks++;
if (hasDelayedDestroy) { int ticksSpentDestroying = gameTicks - delayedTickStart; int t = level->getTile(delayedDestroyX, delayedDestroyY, delayedDestroyZ); if (t == 0) { hasDelayedDestroy = false; } else { Tile *tile = Tile::tiles[t]; float destroyProgress = tile->getDestroyProgress(player, player->level, delayedDestroyX, delayedDestroyY, delayedDestroyZ) * (ticksSpentDestroying + 1); int state = (int) (destroyProgress * 10);
if (state != lastSentState) { level->destroyTileProgress(player->entityId, delayedDestroyX, delayedDestroyY, delayedDestroyZ, state); lastSentState = state; } if (destroyProgress >= 1) { hasDelayedDestroy = false; destroyBlock(delayedDestroyX, delayedDestroyY, delayedDestroyZ); } } } else if (isDestroyingBlock) { int t = level->getTile(xDestroyBlock, yDestroyBlock, zDestroyBlock); Tile *tile = Tile::tiles[t];
if (tile == NULL) { level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1); lastSentState = -1; isDestroyingBlock = false; } else { int ticksSpentDestroying = gameTicks - destroyProgressStart; float destroyProgress = tile->getDestroyProgress(player, player->level, xDestroyBlock, yDestroyBlock, zDestroyBlock) * (ticksSpentDestroying + 1); int state = (int) (destroyProgress * 10);
if (state != lastSentState) { level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, state); lastSentState = state; } } }}
void ServerPlayerGameMode::startDestroyBlock(int x, int y, int z, int face){ if(!player->isAllowedToMine()) return;
if (gameModeForPlayer->isAdventureRestricted()) { if (!player->mayDestroyBlockAt(x, y, z)) { return; } }
if (isCreative()) { if(!level->extinguishFire(nullptr, x, y, z, face)) { destroyBlock(x, y, z); } return; } level->extinguishFire(player, x, y, z, face); destroyProgressStart = gameTicks; float progress = 1.0f; int t = level->getTile(x, y, z); if (t > 0) { Tile::tiles[t]->attack(level, x, y, z, player); progress = Tile::tiles[t]->getDestroyProgress(player, player->level, x, y, z); }
if (t > 0 && (progress >= 1 ) ) //|| (app.DebugSettingsOn() && (player->GetDebugOptions()&(1L<<eDebugSetting_InstantDestroy) ) ))) { destroyBlock(x, y, z); } else { isDestroyingBlock = true; xDestroyBlock = x; yDestroyBlock = y; zDestroyBlock = z; int state = (int) (progress * 10); level->destroyTileProgress(player->entityId, x, y, z, state); lastSentState = state; }}
void ServerPlayerGameMode::stopDestroyBlock(int x, int y, int z){ if (x == xDestroyBlock && y == yDestroyBlock && z == zDestroyBlock) { // int ticksSpentDestroying = gameTicks - destroyProgressStart;
int t = level->getTile(x, y, z); if (t != 0) { Tile *tile = Tile::tiles[t];
// MGH - removed checking for the destroy progress here, it has already been checked on the client before it sent the packet. // fixes issues with this failing to destroy because of packets bunching up // float destroyProgress = tile->getDestroyProgress(player, player->level, x, y, z) * (ticksSpentDestroying + 1); // if (destroyProgress >= .7f || bIgnoreDestroyProgress) { isDestroyingBlock = false; level->destroyTileProgress(player->entityId, x, y, z, -1); destroyBlock(x, y, z); } // else if (!hasDelayedDestroy) // { // isDestroyingBlock = false; // hasDelayedDestroy = true; // delayedDestroyX = x; // delayedDestroyY = y; // delayedDestroyZ = z; // delayedTickStart = destroyProgressStart; // } } }}
void ServerPlayerGameMode::abortDestroyBlock(int x, int y, int z){ isDestroyingBlock = false; level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);}
bool ServerPlayerGameMode::superDestroyBlock(int x, int y, int z){ Tile *oldTile = Tile::tiles[level->getTile(x, y, z)]; int data = level->getData(x, y, z);
if (oldTile != NULL) { oldTile->playerWillDestroy(level, x, y, z, data, player); }
bool changed = level->removeTile(x, y, z); if (oldTile != NULL && changed) { oldTile->destroy(level, x, y, z, data); } return changed;}
bool ServerPlayerGameMode::destroyBlock(int x, int y, int z){ if (gameModeForPlayer->isAdventureRestricted()) { if (!player->mayDestroyBlockAt(x, y, z)) { return false; } }
if (gameModeForPlayer->isCreative()) { if (player->getCarriedItem() != NULL && dynamic_cast<WeaponItem *>(player->getCarriedItem()->getItem()) != NULL) { return false; } }
int t = level->getTile(x, y, z); int data = level->getData(x, y, z);
level->levelEvent(player, LevelEvent::PARTICLES_DESTROY_BLOCK, x, y, z, t + (level->getData(x, y, z) << Tile::TILE_NUM_SHIFT));
// 4J - In creative mode, the point where we need to tell the renderer that we are about to destroy a tile via destroyingTileAt is quite complicated. // If the player being told is remote, then we always want the client to do it as it does the final update. If the player being told is local, // then we need to update the renderer Here if we are sharing data between host & client as this is the final point where the original data is still intact. // If the player being told is local, and we aren't sharing data between host & client, then we can just treat it as if it is a remote player and // it can update the renderer. bool clientToUpdateRenderer = false; if( isCreative() ) { clientToUpdateRenderer = true; if( dynamic_pointer_cast<ServerPlayer>(player)->connection->isLocal() ) { // Establish whether we are sharing this chunk between client & server MultiPlayerLevel *clientLevel = Minecraft::GetInstance()->getLevel(level->dimension->id); if( clientLevel ) { LevelChunk *lc = clientLevel->getChunkAt( x, z );#ifdef SHARING_ENABLED if( lc->sharingTilesAndData ) { // We are sharing - this is the last point we can tell the renderer Minecraft::GetInstance()->levelRenderer->destroyedTileManager->destroyingTileAt( clientLevel, x, y, z );
// Don't need to ask the client to do this too clientToUpdateRenderer = false; }#endif } } }
bool changed = superDestroyBlock(x, y, z);
if (isCreative()) { shared_ptr<TileUpdatePacket> tup = shared_ptr<TileUpdatePacket>( new TileUpdatePacket(x, y, z, level) ); // 4J - a bit of a hack here, but if we want to tell the client that it needs to inform the renderer of a block being destroyed, then send a block 255 instead of a 0. This is handled in ClientConnection::handleTileUpdate if( tup->block == 0 ) { if( clientToUpdateRenderer ) tup->block = 255; } player->connection->send( tup ); } else { shared_ptr<ItemInstance> item = player->getSelectedItem(); bool canDestroy = player->canDestroy(Tile::tiles[t]); if (item != NULL) { item->mineBlock(level, t, x, y, z, player); if (item->count == 0) { player->removeSelectedItem(); } } if (changed && canDestroy) { Tile::tiles[t]->playerDestroy(level, player, x, y, z, data); } } return changed;
}
bool ServerPlayerGameMode::useItem(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, bool bTestUseOnly){ if(!player->isAllowedToUse(item)) return false;
int oldCount = item->count; int oldAux = item->getAuxValue(); shared_ptr<ItemInstance> itemInstance = item->use(level, player); if (itemInstance != item || (itemInstance != NULL && (itemInstance->count != oldCount || itemInstance->getUseDuration() > 0 || itemInstance->getAuxValue() != oldAux))) { player->inventory->items[player->inventory->selected] = itemInstance; if (isCreative()) { itemInstance->count = oldCount; if (itemInstance->isDamageableItem()) itemInstance->setAuxValue(oldAux); } if (itemInstance->count == 0) { player->inventory->items[player->inventory->selected] = nullptr; } if (!player->isUsingItem()) { dynamic_pointer_cast<ServerPlayer>(player)->refreshContainer(player->inventoryMenu); } return true; } return false;
}
bool ServerPlayerGameMode::useItemOn(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly, bool *pbUsedItem){ // 4J-PB - Adding a test only version to allow tooltips to be displayed int t = level->getTile(x, y, z); if (!player->isSneaking() || player->getCarriedItem() == NULL) { if (t > 0 && player->isAllowedToUse(Tile::tiles[t])) { if(bTestUseOnOnly) { if (Tile::tiles[t]->TestUse()) return true; } else { if (Tile::tiles[t]->use(level, x, y, z, player, face, clickX, clickY, clickZ)) { if(m_gameRules != NULL) m_gameRules->onUseTile(t,x,y,z); return true; } } } }
if (item == NULL || !player->isAllowedToUse(item)) return false; if (isCreative()) { int aux = item->getAuxValue(); int count = item->count; bool success = item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ); item->setAuxValue(aux); item->count = count; return success; } else { return item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ, bTestUseOnOnly); }}
void ServerPlayerGameMode::setLevel(ServerLevel *newLevel){ level = newLevel;}
// 4J Addedvoid ServerPlayerGameMode::setGameRules(GameRulesInstance *rules){ if(m_gameRules != NULL) delete m_gameRules; m_gameRules = rules;}