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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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2.3 kB · 116 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116#include "stdafx.h"#include "net.minecraft.world.entity.h"#include "net.minecraft.world.level.pathfinder.h"#include "path.h"
Path::~Path(){ if( nodes.data ) { for( int i = 0; i < nodes.length; i++ ) delete nodes.data[i]; delete[] nodes.data; }}
Path::Path(NodeArray nodes) { index = 0;
length = nodes.length; // 4J - copying these nodes over from a NodeArray (which is an array of Node * references) to just a straight array of Nodes, // so that this Path is no longer dependent of Nodes allocated elsewhere and can handle its own destruction // Note: cameFrom pointer will be useless now but that isn't used once this is just a path this->nodes = NodeArray(length);
for( int i = 0; i < length; i++ ) { this->nodes.data[i] = new Node(); memcpy(this->nodes.data[i],nodes[i],sizeof(Node)); }}
void Path::next() { index++;}
bool Path::isDone() { return index >= length;}
Node *Path::last() { if (length > 0) { return nodes[length - 1]; } return NULL;}
Node *Path::get(int i) { return nodes[i];}
int Path::getSize(){ return length;}
void Path::setSize(int length){ this->length = length;}
int Path::getIndex(){ return index;}
void Path::setIndex(int index){ this->index = index;}
Vec3 *Path::getPos(shared_ptr<Entity> e, int index) { double x = nodes[index]->x + (int) (e->bbWidth + 1) * 0.5; double y = nodes[index]->y; double z = nodes[index]->z + (int) (e->bbWidth + 1) * 0.5; return Vec3::newTemp(x, y, z);}
Vec3 *Path::currentPos(shared_ptr<Entity> e){ return getPos(e, index);}
Vec3 *Path::currentPos(){ return Vec3::newTemp( nodes[index]->x, nodes[index]->y, nodes[index]->z );}
bool Path::sameAs(Path *path){ if (path == NULL) return false; if (path->nodes.length != nodes.length) return false; for (int i = 0; i < nodes.length; ++i) if (nodes[i]->x != path->nodes[i]->x || nodes[i]->y != path->nodes[i]->y || nodes[i]->z != path->nodes[i]->z) return false; return true;}
bool Path::endsIn(Vec3 *pos){ Node *lastNode = last(); if (lastNode == NULL) return false; return lastNode->x == (int) pos->x && lastNode->y == (int) pos->y && lastNode->z == (int) pos->z;}
bool Path::endsInXZ(Vec3 *pos){ Node *lastNode = last(); if (lastNode == NULL) return false; return lastNode->x == (int) pos->x && lastNode->z == (int) pos->z;}