本文整理汇总了C++中cPlayer::SetIsInBed方法的典型用法代码示例。如果您正苦于以下问题:C++ cPlayer::SetIsInBed方法的具体用法?C++ cPlayer::SetIsInBed怎么用?C++ cPlayer::SetIsInBed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cPlayer
的用法示例。
在下文中一共展示了cPlayer::SetIsInBed方法的1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: OnUse
bool cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ)
{
Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ);
if (a_WorldInterface.GetDimension() != dimOverworld)
{
a_WorldInterface.DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords);
}
else if (!((a_WorldInterface.GetTimeOfDay() > 12541) && (a_WorldInterface.GetTimeOfDay() < 23458))) // Source: https://minecraft.gamepedia.com/Bed#Sleeping
{
a_Player.SendMessageFailure("You can only sleep at night");
}
else
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(Coords);
if ((Meta & 0x4) == 0x4)
{
a_Player.SendMessageFailure("This bed is occupied");
}
else
{
auto FindMobs = [](cEntity & a_Entity)
{
return (
(a_Entity.GetEntityType() == cEntity::etMonster) &&
(static_cast<cMonster&>(a_Entity).GetMobFamily() == cMonster::mfHostile)
);
};
if (!a_Player.GetWorld()->ForEachEntityInBox(cBoundingBox(a_Player.GetPosition() - Vector3i(0, 5, 0), 8, 10), FindMobs))
{
a_Player.SendMessageFailure("You may not rest now, there are monsters nearby");
}
else
{
Vector3i PillowDirection(0, 0, 0);
if ((Meta & 0x8) == 0x8)
{
// Is pillow
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, { a_BlockX, a_BlockY, a_BlockZ });
}
else
{
// Is foot end
VERIFY((Meta & 0x4) != 0x4); // Occupied flag should never be set, else our compilator (intended) is broken
PillowDirection = MetaDataToDirection(Meta & 0x3);
if (a_ChunkInterface.GetBlock(Coords + PillowDirection) == E_BLOCK_BED) // Must always use pillow location for sleeping
{
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, Vector3i{ a_BlockX, a_BlockY, a_BlockZ } + PillowDirection);
}
}
a_Player.SetBedPos(Coords);
SetBedOccupationState(a_ChunkInterface, a_Player.GetLastBedPos(), true);
a_Player.SetIsInBed(true);
a_Player.SendMessageSuccess("Home position set successfully");
auto TimeFastForwardTester = [](cPlayer & a_OtherPlayer)
{
if (!a_OtherPlayer.IsInBed())
{
return true;
}
return false;
};
if (a_WorldInterface.ForEachPlayer(TimeFastForwardTester))
{
a_WorldInterface.ForEachPlayer([&](cPlayer & a_OtherPlayer)
{
cBlockBedHandler::SetBedOccupationState(a_ChunkInterface, a_OtherPlayer.GetLastBedPos(), false);
a_OtherPlayer.SetIsInBed(false);
return false;
}
);
a_WorldInterface.SetTimeOfDay(0);
a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x0b); // Clear the "occupied" bit of the bed's block
}
}
}
}
return true;
}