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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2017-08-22 12:23:03 +0200 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2017-08-22 19:55:30 +0200 |
commit | 80d9c26c12a5be619a757d0251525664bf7065a6 (patch) | |
tree | 66d4f553ae12fd90dd94ffde9b85f595319ba5cb /src/Mobs/Behaviors/BehaviorDayLightBurner.cpp | |
parent | Added check in cEntity::TickBurning for whether the entity is planning to change worlds. (#3943) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Behaviors/BehaviorDayLightBurner.cpp | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp b/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp new file mode 100644 index 000000000..f15247071 --- /dev/null +++ b/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp @@ -0,0 +1,85 @@ +void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) +{ + if (!m_BurnsInDaylight) + { + return; + } + + int RelY = POSY_TOINT; + if ((RelY < 0) || (RelY >= cChunkDef::Height)) + { + // Outside the world + return; + } + if (!a_Chunk.IsLightValid()) + { + m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); + return; + } + + if (!IsOnFire() && WouldBurn) + { + // Burn for 100 ticks, then decide again + StartBurning(100); + } +} + + + + +bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) +{ + int RelY = FloorC(a_Location.y); + if (RelY <= 0) + { + // The mob is about to die, no point in burning + return false; + } + if (RelY >= cChunkDef::Height) + { + // Always burn above the world + return true; + } + + PREPARE_REL_AND_CHUNK(a_Location, a_Chunk); + if (!RelSuccess) + { + return false; + } + + if ( + (Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand + (GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime + GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining + ) + { + int MobHeight = static_cast<int>(a_Location.y) + round(GetHeight()) - 1; // The height of the mob head + if (MobHeight >= cChunkDef::Height) + { + return true; + } + // Start with the highest block and scan down to the mob's head. + // If a non transparent is found, return false (do not burn). Otherwise return true. + // Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out + // instantly.(An exception is e.g. standing under a long column of glass). + int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z); + while (CurrentBlock >= MobHeight) + { + BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z); + if ( + // Do not burn if a block above us meets one of the following conditions: + (!cBlockInfo::IsTransparent(Block)) || + (Block == E_BLOCK_LEAVES) || + (Block == E_BLOCK_NEW_LEAVES) || + (IsBlockWater(Block)) + ) + { + return false; + } + --CurrentBlock; + } + return true; + + } + return false; +} |