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path: root/src/Mobs/Behaviors/BehaviorDayLightBurner.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "BehaviorDayLightBurner.h"
#include "../Monster.h"
#include "../../Entities/Player.h"
#include "../../Entities/Entity.h"

#include "../../Chunk.h"

cBehaviorDayLightBurner::cBehaviorDayLightBurner(cMonster * a_Parent) : m_Parent(a_Parent)
{
    ASSERT(m_Parent != nullptr);
}

void cBehaviorDayLightBurner::Tick(cChunk & a_Chunk, bool WouldBurn)
{
    int RelY = static_cast<int>(m_Parent->GetPosY());
    if ((RelY < 0) || (RelY >= cChunkDef::Height))
    {
        // Outside the world
        return;
    }
    if (!a_Chunk.IsLightValid())
    {
        m_Parent->GetWorld()->QueueLightChunk(m_Parent->GetChunkX(), m_Parent->GetChunkZ());
        return;
    }

    if (!m_Parent->IsOnFire() && WouldBurn)
    {
        // Burn for 100 ticks, then decide again
        m_Parent->StartBurning(100);
    }
}




bool cBehaviorDayLightBurner::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
        (m_Parent->GetWorld()->GetTimeOfDay() < 12000 + 1000) &&              // Daytime
        m_Parent->GetWorld()->IsWeatherSunnyAt(static_cast<int>(m_Parent->GetPosX()), static_cast<int>(m_Parent->GetPosZ()))        // Not raining
    )
    {
        int MobHeight = static_cast<int>(a_Location.y) + static_cast<int>(round(m_Parent->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;
}