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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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2.7 kB · 82 lines
C++
at master
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182#include "stdafx.h"#include "net.minecraft.h"#include "net.minecraft.core.h"#include "net.minecraft.world.level.tile.h"#include "net.minecraft.world.level.h"#include "net.minecraft.world.entity.item.h"#include "DefaultDispenseItemBehavior.h"
shared_ptr<ItemInstance> DefaultDispenseItemBehavior::dispense(BlockSource *source, shared_ptr<ItemInstance> dispensed){ eOUTCOME outcome = DISPENCED_ITEM; shared_ptr<ItemInstance> result = execute(source, dispensed, outcome);
playSound(source, outcome); playAnimation(source, DispenserTile::getFacing(source->getData()), outcome);
return result;}
shared_ptr<ItemInstance> DefaultDispenseItemBehavior::execute(BlockSource *source, shared_ptr<ItemInstance> dispensed, eOUTCOME &outcome){ FacingEnum *facing = DispenserTile::getFacing(source->getData()); Position *position = DispenserTile::getDispensePosition(source);
shared_ptr<ItemInstance> itemInstance = dispensed->remove(1);
spawnItem(source->getWorld(), itemInstance, 6, facing, position);
delete position;
outcome = DISPENCED_ITEM; return dispensed;}
void DefaultDispenseItemBehavior::spawnItem(Level *world, shared_ptr<ItemInstance> item, int accuracy, FacingEnum *facing, Position *position){ double spawnX = position->getX(); double spawnY = position->getY(); double spawnZ = position->getZ();
shared_ptr<ItemEntity> itemEntity = shared_ptr<ItemEntity>(new ItemEntity(world, spawnX, spawnY - 0.3, spawnZ, item));
double pow = world->random->nextDouble() * 0.1 + 0.2; itemEntity->xd = facing->getStepX() * pow; itemEntity->yd = .2f; itemEntity->zd = facing->getStepZ() * pow;
itemEntity->xd += world->random->nextGaussian() * 0.0075f * accuracy; itemEntity->yd += world->random->nextGaussian() * 0.0075f * accuracy; itemEntity->zd += world->random->nextGaussian() * 0.0075f * accuracy;
world->addEntity(itemEntity);}
void DefaultDispenseItemBehavior::playSound(BlockSource *source, eOUTCOME outcome){ if (outcome != LEFT_ITEM) { source->getWorld()->levelEvent(LevelEvent::SOUND_CLICK, source->getBlockX(), source->getBlockY(), source->getBlockZ(), 0); } else { // some negative sound effect? source->getWorld()->levelEvent(LevelEvent::SOUND_CLICK_FAIL, source->getBlockX(), source->getBlockY(), source->getBlockZ(), 0); }}
void DefaultDispenseItemBehavior::playAnimation(BlockSource *source, FacingEnum *facing, eOUTCOME outcome){ if (outcome != LEFT_ITEM) { source->getWorld()->levelEvent(LevelEvent::PARTICLES_SHOOT, source->getBlockX(), source->getBlockY(), source->getBlockZ(), getLevelEventDataFrom(facing)); } else { }}
int DefaultDispenseItemBehavior::getLevelEventDataFrom(FacingEnum *facing){ return facing->getStepX() + 1 + (facing->getStepZ() + 1) * 3;}