本文整理汇总了C++中cChunk::GetNeighborChunk方法的典型用法代码示例。如果您正苦于以下问题:C++ cChunk::GetNeighborChunk方法的具体用法?C++ cChunk::GetNeighborChunk怎么用?C++ cChunk::GetNeighborChunk使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cChunk
的用法示例。
在下文中一共展示了cChunk::GetNeighborChunk方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: InStateIdle
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (m_PathfinderActivated)
{
return; // Still getting there
}
m_IdleInterval += a_Dt;
if (m_IdleInterval > std::chrono::seconds(1))
{
// At this interval the results are predictable
int rem = m_World->GetTickRandomNumber(6) + 1;
m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = static_cast<double>(m_World->GetTickRandomNumber(10)) - 5.0;
Dist.z = static_cast<double>(m_World->GetTickRandomNumber(10)) - 5.0;
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
Vector3d Destination(GetPosX() + Dist.x, GetPosition().y, GetPosZ() + Dist.z);
cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast<int>(Destination.x), static_cast<int>(Destination.z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width;
int YBelowUs = static_cast<int>(Destination.y) - 1;
if (YBelowUs >= 0)
{
Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose
{
MoveToPosition(Destination);
}
}
}
}
}
示例2: WouldBurnAt
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
if ((Chunk == nullptr) || (!Chunk->IsValid()))
{
return false;
}
int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelY = FloorC(a_Location.y);
int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
if (
(Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
(Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{
return true;
}
return false;
}
示例3: EnsureProperDestination
bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
// If destination in the air, first try to go 1 block north, or east, or west.
// This fixes the player leaning issue.
// If that failed, we instead go down to the lowest air block.
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (!cBlockInfo::IsSolid(BlockType))
{
bool InTheAir = true;
int x, z;
for (z = -1; z <= 1; ++z)
{
for (x = -1; x <= 1; ++x)
{
if ((x==0) && (z==0))
{
continue;
}
Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width;
RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
m_FinalDestination.x += x;
m_FinalDestination.z += z;
InTheAir = false;
goto breakBothLoops;
}
}
}
breakBothLoops:
// Go down to the lowest air block.
if (InTheAir)
{
while (m_FinalDestination.y > 0)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
break;
}
m_FinalDestination.y -= 1;
}
}
}
// If destination in water, go up to the highest water block.
// If destination in solid, go up to first air block.
bool InWater = false;
while (m_FinalDestination.y < cChunkDef::Height)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
if (BlockType == E_BLOCK_STATIONARY_WATER)
{
InWater = true;
}
else if (cBlockInfo::IsSolid(BlockType))
{
InWater = false;
}
else
{
break;
}
m_FinalDestination.y += 1;
}
if (InWater)
{
m_FinalDestination.y -= 1;
}
return true;
}
示例4: Tick
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate(); //Notify clients of position
m_Timer += a_Dt;
if (!m_bCollected)
{
int BlockY = (int) floor(GetPosY());
if ((BlockY >= 0) && (BlockY < cChunkDef::Height)) // Don't do anything except for falling when outside the world
{
int BlockX = (int) floor(GetPosX());
int BlockZ = (int) floor(GetPosZ());
// Position might have changed due to physics. So we have to make sure we have the correct chunk.
cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
if (CurrentChunk != NULL) // Make sure the chunk is loaded
{
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);
if (
IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
)
{
m_bCollected = true;
m_Timer = 0; // We have to reset the timer.
m_Timer += a_Dt; // In case we have to destroy the pickup in the same tick.
if (m_Timer > 500.f)
{
Destroy(true);
return;
}
}
if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me
{
cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries
if (PickupCombiningCallback.FoundMatchingPickup())
{
m_World->BroadcastEntityMetadata(*this);
}
}
}
}
}
else
{
if (m_Timer > 500.f) // 0.5 second
{
Destroy(true);
return;
}
}
if (m_Timer > 1000 * 60 * 5) // 5 minutes
{
Destroy(true);
return;
}
if (GetPosY() < -8) // Out of this world and no more visible!
{
Destroy(true);
return;
}
}
示例5: Tick
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate(); //Notify clients of position
m_Timer += a_Dt;
if (!m_bCollected)
{
int BlockY = (int) floor(GetPosY());
if (BlockY < cChunkDef::Height) // Don't do anything except for falling when above the world
{
int BlockX = (int) floor(GetPosX());
int BlockZ = (int) floor(GetPosZ());
//Position might have changed due to physics. So we have to make sure we have the correct chunk.
cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
if (CurrentChunk != NULL) // Make sure the chunk is loaded
{
int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ);
BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);
if (
IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
)
{
m_bCollected = true;
m_Timer = 0; // We have to reset the timer.
m_Timer += a_Dt; // In case we have to destroy the pickup in the same tick.
if (m_Timer > 500.f)
{
Destroy(true);
return;
}
}
}
}
}
else
{
if (m_Timer > 500.f) // 0.5 second
{
Destroy(true);
return;
}
}
if (m_Timer > 1000 * 60 * 5) // 5 minutes
{
Destroy(true);
return;
}
if (GetPosY() < -8) // Out of this world and no more visible!
{
Destroy(true);
return;
}
}
示例6: EnsureProperPoint
bool cPathFinder::EnsureProperPoint(Vector3d & a_Vector, cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Vector.x), FloorC(a_Vector.z));
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
int RelX = FloorC(a_Vector.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = FloorC(a_Vector.z) - Chunk->GetPosZ() * cChunkDef::Width;
// If destination in the air, first try to go 1 block north, or east, or west.
// This fixes the player leaning issue.
// If that failed, we instead go down to the lowest air block.
Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta);
if (!(IsWaterOrSolid(BlockType)))
{
bool InTheAir = true;
int x, z;
for (z = -1; z <= 1; ++z)
{
for (x = -1; x <= 1; ++x)
{
if ((x == 0) && (z == 0))
{
continue;
}
Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Vector.x+x), FloorC(a_Vector.z+z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
RelX = FloorC(a_Vector.x+x) - Chunk->GetPosX() * cChunkDef::Width;
RelZ = FloorC(a_Vector.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta);
if (IsWaterOrSolid((BlockType)))
{
a_Vector.x += x;
a_Vector.z += z;
InTheAir = false;
goto breakBothLoops;
}
}
}
breakBothLoops:
// Go down to the lowest air block.
if (InTheAir)
{
while (a_Vector.y > 0)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta);
if (IsWaterOrSolid(BlockType))
{
break;
}
a_Vector.y -= 1;
}
}
}
// If destination in water or solid, go up to the first air block.
while (a_Vector.y < cChunkDef::Height)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y), RelZ, BlockType, BlockMeta);
if (!IsWaterOrSolid(BlockType))
{
break;
}
a_Vector.y += 1;
}
return true;
}
示例7: HandlePhysics
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
// TODO Add collision detection with entities.
a_Dt /= 1000;
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x);
int BlockY = (int) floor(NextPos.y);
int BlockZ = (int) floor(NextPos.z);
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
{
// Outside of the world
// TODO: Current speed should still be added to the entity position
// Otherwise TNT explosions in the void will still effect the bottommost layers of the world
return;
}
// Make sure we got the correct chunk and a valid one. No one ever knows...
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (NextChunk != NULL)
{
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
{
if (m_bOnGround) // check if it's still on the ground
{
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water.
{
m_bOnGround = false;
}
}
}
else
{
//Push out entity.
m_bOnGround = true;
NextPos.y += 0.2;
LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ);
}
if (!m_bOnGround)
{
float fallspeed;
if (IsBlockWater(BlockIn))
{
fallspeed = -3.0f * a_Dt; //Fall slower in water.
}
else if (BlockIn == E_BLOCK_COBWEB)
{
NextSpeed.y *= 0.05; //Reduce overall falling speed
fallspeed = 0; //No falling.
}
else
{
//Normal gravity
fallspeed = m_Gravity * a_Dt;
}
NextSpeed.y += fallspeed;
}
else
{
//Friction
if (NextSpeed.SqrLength() > 0.0004f)
{
NextSpeed.x *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0;
NextSpeed.z *= 0.7f/(1+a_Dt);
if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0;
}
}
//Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
//might have different speed modifiers according to terrain.
if (BlockIn == E_BLOCK_COBWEB)
{
NextSpeed.x *= 0.25;
NextSpeed.z *= 0.25;
}
//Get water direction
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
m_WaterSpeed *= 0.9f; //Reduce speed each tick
switch(WaterDir)
{
case X_PLUS:
m_WaterSpeed.x = 1.f;
m_bOnGround = false;
break;
case X_MINUS:
m_WaterSpeed.x = -1.f;
m_bOnGround = false;
break;
case Z_PLUS:
//.........这里部分代码省略.........
示例8: HandlePhysics
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
// TODO Add collision detection with entities.
a_Dt /= 1000; // Convert from msec to sec
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x);
int BlockY = (int) floor(NextPos.y);
int BlockZ = (int) floor(NextPos.z);
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
{
// Outside of the world
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
// See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL)
{
SetSpeed(NextSpeed);
NextPos += (NextSpeed * a_Dt);
SetPosition(NextPos);
}
return;
}
// Make sure we got the correct chunk and a valid one. No one ever knows...
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
if (NextChunk != NULL)
{
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
{
if (m_bOnGround) // check if it's still on the ground
{
if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water.
{
m_bOnGround = false;
}
}
}
else
{
// Push out entity.
BLOCKTYPE GotBlock;
static const struct
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
bool IsNoAirSurrounding = true;
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
{
// The pickup is too close to an unloaded chunk, bail out of any physics handling
return;
}
if (!g_BlockIsSolid[GotBlock])
{
NextPos.x += gCrossCoords[i].x;
NextPos.z += gCrossCoords[i].z;
IsNoAirSurrounding = false;
break;
}
} // for i - gCrossCoords[]
if (IsNoAirSurrounding)
{
NextPos.y += 0.5;
}
m_bOnGround = true;
LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
);
}
if (!m_bOnGround)
{
float fallspeed;
if (IsBlockWater(BlockIn))
{
fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
}
else if (IsBlockRail(BlockBelow) && IsMinecart()) // Rails aren't solid, except for Minecarts
{
fallspeed = 0;
m_bOnGround = true;
}
//.........这里部分代码省略.........