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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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5.1 kB · 173 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173#include "stdafx.h"#include "EggTile.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.level.tile.h"#include "net.minecraft.world.entity.item.h"
EggTile::EggTile(int id) : Tile(id, Material::egg, isSolidRender()){}
void EggTile::onPlace(Level *level, int x, int y, int z){ level->addToTickNextTick(x, y, z, id, getTickDelay(level));}
void EggTile::neighborChanged(Level *level, int x, int y, int z, int type){ level->addToTickNextTick(x, y, z, id, getTickDelay(level));}
void EggTile::tick(Level *level, int x, int y, int z, Random *random){ checkSlide(level, x, y, z);}
void EggTile::checkSlide(Level *level, int x, int y, int z){ if (HeavyTile::isFree(level, x, y - 1, z) && y >= 0) { int r = 32; if (HeavyTile::instaFall || !level->hasChunksAt(x - r, y - r, z - r, x + r, y + r, z + r)) { level->removeTile(x, y, z); while (HeavyTile::isFree(level, x, y - 1, z) && y > 0) y--; if (y > 0) { level->setTileAndData(x, y, z, id, 0, Tile::UPDATE_CLIENTS); } } else { shared_ptr<FallingTile> e = shared_ptr<FallingTile>(new FallingTile(level, x + 0.5f, y + 0.5f, z + 0.5f, id)); level->addEntity(e); } }}
bool 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{ if(soundOnly) return false;
teleport(level, x, y, z); return true;}
void EggTile::attack(Level *level, int x, int y, int z, shared_ptr<Player> player){ teleport(level, x, y, z);}
void EggTile::teleport(Level *level, int x, int y, int z){ if (level->getTile(x, y, z) != id) return;
for (int i = 0; i < 1000; i++) { int xt = x + level->random->nextInt(16) - level->random->nextInt(16); int yt = y + level->random->nextInt(8) - level->random->nextInt(8); int zt = z + level->random->nextInt(16) - level->random->nextInt(16); if (level->getTile(xt, yt, zt) == 0) { // Fix for TU9: Content: Art: Dragon egg teleport particle effect isn't present. // Don't set tiles on client, and don't create particles on the server (matches later change in Java) if(!level->isClientSide) { level->setTileAndData(xt, yt, zt, id, level->getData(x, y, z), Tile::UPDATE_CLIENTS); level->removeTile(x, y, z);
// 4J Stu - The PC version is wrong as the particles calculated on the client side will point towards a different // location to the one where the egg has actually moved. As the deltas are all small we can pack them into an int // See generateTeleportParticles for unpacking char deltaX = x-xt; char deltaY = y-yt; char deltaZ = z-zt; int deltas = 0|(deltaX&0xFF)|((deltaY&0xFF)<<8)|((deltaZ&0xFF)<<16);
level->levelEvent(LevelEvent::END_EGG_TELEPORT,xt,yt,zt,deltas); }
// 4J Stu - This code will not work correctly on the client as it will show the particles going in the wrong direction // and only for the player who attacks the egg // else // { // int count = 128; // for (int j = 0; j < count; j++) // { // double d = level->random->nextDouble(); // j < count / 2 ? 0 : //// 1; // float xa = (level->random->nextFloat() - 0.5f) * 0.2f; // float ya = (level->random->nextFloat() - 0.5f) * 0.2f; // float za = (level->random->nextFloat() - 0.5f) * 0.2f;
// double _x = xt + (x - xt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; // double _y = yt + (y - yt) * d + level->random->nextDouble() * 1 - 0.5f; // double _z = zt + (z - zt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; // level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za); // } // } return; } }}
int EggTile::getTickDelay(Level *level){ return 5;}
bool EggTile::blocksLight(){ return false;}
bool EggTile::isSolidRender(bool isServerLevel){ return false;}
bool EggTile::isCubeShaped(){ return false;}
bool EggTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face) { return true;}
int EggTile::getRenderShape(){ return Tile::SHAPE_EGG;}
int EggTile::cloneTileId(Level *level, int x, int y, int z){ return 0;}
// 4J Added for Fix for #77475 - TU9: Content: Art: Dragon egg teleport particle effect isn't present.void EggTile::generateTeleportParticles(Level *level,int xt,int yt, int zt,int deltas){ int count = 128;
// See above for packing char deltaX = deltas&0xFF; char deltaY = (deltas>>8)&0xFF; char deltaZ = (deltas>>16)&0xFF;
for (int j = 0; j < count; j++) { double d = level->random->nextDouble(); // j < count / 2 ? 0 : // 1; float xa = (level->random->nextFloat() - 0.5f) * 0.2f; float ya = (level->random->nextFloat() - 0.5f) * 0.2f; float za = (level->random->nextFloat() - 0.5f) * 0.2f;
double _x = xt + deltaX * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; double _y = yt + deltaY * d + level->random->nextDouble() * 1 - 0.5f; double _z = zt + deltaZ * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f; level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za); }}