Beispiel #1
0
        public void SpawnMob(int X, int Y, int Z, MobType type = MobType.Pig)
        {
            if (type == MobType.Pig) // Type has not been forced.
            {
                switch (Server.Rand.Next(4))
                {
                    case 0: type = MobType.Zombie; break;
                    case 1: type = MobType.Skeleton; break;
                    case 2: type = MobType.Creeper; break;
                    case 3: type = MobType.Spider; break; // TODO: Check space is larger than 1x2
                }
            }

            Mob mob = new Mob(Server, Server.AllocateEntity(), type);

            switch (type) // Assign type specific stats
            {
                case MobType.Zombie: mob.Health = 10; break;
                case MobType.Skeleton: mob.Health = 10; break;
                case MobType.Creeper: mob.Health = 10; break;
                case MobType.Spider: mob.Health = 10; break;
                case MobType.Ghast: mob.Health = 10; break;
                case MobType.Giant: mob.Health = 10; break;
                case MobType.Slime: mob.Health = 10; break;
            }

            mob.Position = new World.Vector3(X + 0.5, Y, Z + 0.5);
            mob.World = this;

            mob.Hunter = true;
            mob.Hunting = false;
            mob.AttackRange = 10;

            //Event
            EntitySpawnEventArgs e = new EntitySpawnEventArgs(mob, mob.Position);
            Server.PluginManager.CallEvent(Plugins.Events.Event.ENTITY_SPAWN, e);
            if (e.EventCanceled) return;
            mob.Position = e.Location;
            //End Event

            //mob.Data // Set accessor is inaccebile?
            Server.AddEntity(mob); // TODO: Limit this in some way.
        }
Beispiel #2
0
        public void SpawnAnimal(int X, int Y, int Z)
        {
            MobType type = MobType.Giant;
            switch (Server.Rand.Next(4))
            {
                case 0: type = MobType.Cow; break;
                case 1: type = MobType.Hen; break;
                case 2: type = MobType.Pig; break;
                case 3: type = MobType.Sheep; break;
            }

            Mob mob = new Mob(Server, Server.AllocateEntity(), type);

            switch (type) // Assign type specific stats
            {
                case MobType.Cow: mob.Health = 10; break;
                case MobType.Hen: mob.Health = 5; break;
                case MobType.Pig: mob.Health = 10; break;
                case MobType.Sheep: mob.Health = 10; break;
                case MobType.PigZombie: mob.Health = 10; break;
                case MobType.Squid: mob.Health = 10; break;
                case MobType.Wolf: mob.Health = 10; break;
            }

            mob.Position = new World.Vector3(X + 0.5, Y, Z + 0.5);
            mob.World = this;

            mob.Hunter = true;
            mob.Hunting = false;
            mob.AttackRange = 10;

            //Event
            EntitySpawnEventArgs e = new EntitySpawnEventArgs(mob, mob.Position);
            Server.PluginManager.CallEvent(Plugins.Events.Event.ENTITY_SPAWN, e);
            if (e.EventCanceled) return;
            mob.Position = e.Location;
            //End Event

            //mob.Data // Set accessor is inaccebile?
            Server.AddEntity(mob);
        }
Beispiel #3
0
        private static void DoSpawn(WorldManager world, HashSet<int> chunksToSpawnIn, Mob[] mobEntities, List<WeightedValue<MobType>> mobGroup, int maximumMobs, bool inWater = false)
        {
            // Based on original server spawn logic and minecraft wiki (http://www.minecraftwiki.net/wiki/Spawn)

            // Check that we haven't already reached the maximum number of this type of mob
            if (mobGroup.Count > 0 && (mobEntities.Where(e => mobGroup.Where(mob => mob.Value == e.Type).Any()).Count() <= maximumMobs * chunksToSpawnIn.Count / 256))
            {
                foreach (var packedChunk in chunksToSpawnIn)
                {
                    MobType mobType = mobGroup.SelectRandom(world.Server.Rand);
                    UniversalCoords packSpawnPosition = GetRandomPointInChunk(world, UniversalCoords.FromPackedChunkToX(packedChunk), UniversalCoords.FromPackedChunkToZ(packedChunk));

                    byte? blockId = world.GetBlockId(packSpawnPosition);

                    if (blockId == null)
                        continue;

                    BlockBase blockClass = BlockHelper.Instance.CreateBlockInstance((byte)blockId);

                    if (!blockClass.IsOpaque && ((!inWater && blockClass.Type == BlockData.Blocks.Air) || (inWater && blockClass.IsLiquid))) // Lava is Opaque, so IsLiquid is safe to use here for water & still water
                    {
                        int spawnedCount = 0;
                        int x = packSpawnPosition.WorldX;
                        int y = packSpawnPosition.WorldY;
                        int z = packSpawnPosition.WorldZ;

                        for (int i = 0; i < 21; i++)
                        {
                            // Every 4th attempt reset the coordinates to the centre of the pack spawn
                            if (i % 4 == 0)
                            {
                                x = packSpawnPosition.WorldX;
                                y = packSpawnPosition.WorldY;
                                z = packSpawnPosition.WorldZ;
                            }

                            const int distance = 6;

                            x += world.Server.Rand.Next(distance) - world.Server.Rand.Next(distance);
                            y += world.Server.Rand.Next(1) - world.Server.Rand.Next(1);
                            z += world.Server.Rand.Next(distance) - world.Server.Rand.Next(distance);

                            if (CanMobTypeSpawnAtLocation(mobType, world, x, y, z))
                            {
                                AbsWorldCoords spawnPosition = new AbsWorldCoords(x + 0.5, y, z + 0.5);

                                // Check that no player is within a radius of 24 blocks of the spawnPosition
                                if (world.GetClosestPlayer(spawnPosition, 24.0) == null)
                                {
                                    // Check that the squared distance is more than 576 from spawn (24 blocks)
                                    if (spawnPosition.ToVector().DistanceSquared(new AbsWorldCoords(world.Spawn).ToVector()) > 576.0)
                                    {
                                        Mob newMob = MobFactory.Instance.CreateMob(world, world.Server,
                                                                          mobType) as Mob;

                                        if (newMob == null)
                                            break;

                                        newMob.Position = spawnPosition;
                                        newMob.Yaw = world.Server.Rand.NextDouble()*360.0;
                                        // Finally apply any mob specific rules about spawning here
                                        if (newMob.CanSpawnHere())
                                        {
                                            //Event
                                            EntitySpawnEventArgs e = new EntitySpawnEventArgs(newMob, newMob.Position);
                                            world.Server.PluginManager.CallEvent(Event.EntitySpawn, e);
                                            if (e.EventCanceled)
                                                continue;
                                            newMob.Position = e.Location;
                                            //End Event

                                            ++spawnedCount;
                                            MobSpecificInitialisation(newMob, world, spawnPosition);
                                            world.Server.AddEntity(newMob);

                                            if (spawnedCount >= newMob.MaxSpawnedPerGroup)
                                            {
                                                // This chunk is full - move to the next
                                                break;
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #4
0
        private static void MobSpecificInitialisation(Mob mob, WorldManager world, AbsWorldCoords coords)
        {
            // 1 in 100 chance to spawn a skeleton riding a spider
            if (mob.Type == MobType.Spider && world.Server.Rand.Next(100) == 0)
            {
                LivingEntity skeleton = MobFactory.Instance.CreateMob(world, world.Server, MobType.Skeleton) as LivingEntity;
                skeleton.Position = coords;
                skeleton.Yaw = mob.Yaw;

                world.Server.AddEntity(skeleton);
                skeleton.MountEntity(mob);
            }
        }
Beispiel #5
0
        public void SpawnAnimal(int X, int Y, int Z)
        {
            MobType type = MobType.Giant;
            switch (Server.Rand.Next(4))
            {
                case 0: type = MobType.Cow; break;
                case 1: type = MobType.Hen; break;
                case 2: type = MobType.Pig; break;
                case 3: type = MobType.Sheep; break;
            }

            Mob mob = new Mob(Server, Server.AllocateEntity(), type);

            switch (type) // Assign type specific stats
            {
                case MobType.Cow: mob.Health = 10; break;
                case MobType.Hen: mob.Health = 5; break;
                case MobType.Pig: mob.Health = 10; break;
                case MobType.Sheep: mob.Health = 10; break;
                case MobType.PigZombie: mob.Health = 10; break;
                case MobType.Squid: mob.Health = 10; break;
                case MobType.Wolf: mob.Health = 10; break;
            }

            mob.Position = new World.Vector3(X + 0.5, Y, Z + 0.5);
            mob.World = this;

            mob.Hunter = true;
            mob.Hunting = false;
            mob.AttackRange = 10;

            //mob.Data // Set accessor is inaccebile?
            Server.AddEntity(mob);
        }