Exemple #1
0
        /// <summary>
        /// Ray traces the blocks along the ray. This method takes approx 0.1ms per 50-60 metres.
        /// </summary>
        /// <returns>
        /// The first block hit
        /// </returns>
        /// <param name='rayStart'>
        /// Ray start.
        /// </param>
        /// <param name='rayEnd'>
        /// Ray end.
        /// </param>
        public RayTraceHitBlock RayTraceBlocks(AbsWorldCoords rayStart, AbsWorldCoords rayEnd)
        {
            UniversalCoords startCoord = UniversalCoords.FromAbsWorld(rayStart);
            UniversalCoords endCoord = UniversalCoords.FromAbsWorld(rayEnd);

            UniversalCoords previousPoint;
            UniversalCoords currentPoint = startCoord;

            Vector3 rayStartVec = rayStart.ToVector();
            Vector3 rayEndVec = rayEnd.ToVector();

            Vector3 stepVector = (rayEndVec - rayStartVec).Normalize();

            bool xDirectionPositive = stepVector.X > 0;
            bool yDirectionPositive = stepVector.Y > 0;
            bool zDirectionPositive = stepVector.Z > 0;

            Vector3 currentVec = rayStartVec;
            previousPoint = currentPoint;

            RayTraceHitBlock blockTrace = null;
            int blockCheckCount = 0;
            try
            {
                // Step along the ray looking for block collisions
                while (true)
                {
                    #region Check adjacent blocks if necessary (to prevent skipping over the corner of one)
                    bool xChanged = currentPoint.WorldX - previousPoint.WorldX != 0;
                    bool yChanged = currentPoint.WorldY - previousPoint.WorldY != 0;
                    bool zChanged = currentPoint.WorldZ - previousPoint.WorldZ != 0;

                    // When we change a coord, need to check which adjacent block also needs to be checked (to prevent missing blocks when jumping over their corners)
                    if (xChanged && yChanged && zChanged)
                    {
                        // -X,Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(previousPoint.WorldX, currentPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // X,-Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, previousPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // X,Y,-Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, currentPoint.WorldY, previousPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;

                        // -X,Y,-Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(previousPoint.WorldX, currentPoint.WorldY, previousPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // -X,-Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(previousPoint.WorldX, previousPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // X,-Y,-Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, previousPoint.WorldY, previousPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                    }
                    else if (xChanged && zChanged)
                    {
                        // -X,Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(previousPoint.WorldX, currentPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // X,Y,-Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, currentPoint.WorldY, previousPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                    }
                    else if (xChanged && yChanged)
                    {
                        // -X,Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(previousPoint.WorldX, currentPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // X,-Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, previousPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                    }
                    else if (zChanged && yChanged)
                    {
                        // X,Y,-Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, currentPoint.WorldY, previousPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                        // X,-Y,Z
                        blockCheckCount++;
                        blockTrace = DoRayTraceBlock(UniversalCoords.FromWorld(currentPoint.WorldX, previousPoint.WorldY, currentPoint.WorldZ), rayStartVec, rayEndVec);
                        if (blockTrace != null)
                            return blockTrace;
                    }
                    #endregion

                    // Check the currentPoint
                    blockCheckCount++;
                    blockTrace = DoRayTraceBlock(currentPoint, rayStartVec, rayEndVec);
                    if (blockTrace != null)
                        return blockTrace;

                    if (currentPoint == endCoord)
                    {
                        //Console.WriteLine("Reach endCoord with no hits");
                        break;
                    }

                    #region Get the next coordinate
                    previousPoint = currentPoint;
                    do
                    {
                        currentVec += stepVector;
                        currentPoint = UniversalCoords.FromAbsWorld(currentVec.X, currentVec.Y, currentVec.Z);
                    } while(previousPoint == currentPoint);

                    // check we haven't gone past the endCoord
                    if ((xDirectionPositive && currentPoint.WorldX > endCoord.WorldX) || (!xDirectionPositive && currentPoint.WorldX < endCoord.WorldX) ||
                        (yDirectionPositive && currentPoint.WorldY > endCoord.WorldY) || (!yDirectionPositive && currentPoint.WorldY < endCoord.WorldY) ||
                        (zDirectionPositive && currentPoint.WorldZ > endCoord.WorldZ) || (!zDirectionPositive && currentPoint.WorldZ < endCoord.WorldZ))
                    {
                        //Console.WriteLine("Went past endCoord: {0}, {1}", startCoord, endCoord);
                        break;
                    }
                    #endregion
                }
            }
            finally
            {
                //Console.WriteLine("Block check count {0}", blockCheckCount);
            }
            return null;
        }
Exemple #2
0
 public Player GetClosestPlayer(AbsWorldCoords coords, double radius)
 {
     var radiusSqrd = radius * radius;
     Vector3 coordVector = coords.ToVector();
     return (from c in Server.GetAuthenticatedClients().Where(client => client.Owner.World == this)
             let distance = coordVector.DistanceSquared(c.Owner.Position.ToVector())
             where distance <= radiusSqrd
             orderby distance
             select c.Owner).FirstOrDefault();
 }
Exemple #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((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.CreateMob(world, world.Server.AllocateEntity(),
                                                                          mobType);

                                        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(Plugins.Events.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;
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Exemple #4
0
 public Player GetClosestPlayer(AbsWorldCoords coords, double radius)
 {
     Vector3 coordVector = coords.ToVector();
     return (from c in Server.GetAuthenticatedClients().Where(client => client.Owner.World == this)
             let distanceVector = coordVector - c.Owner.Position.ToVector()
             where distanceVector.X <= radius && distanceVector.Y <= radius && distanceVector.Z <= radius
             orderby distanceVector
             select c.Owner).FirstOrDefault();
 }
Exemple #5
0
 public BoundingBox(AbsWorldCoords minimum, AbsWorldCoords maximum)
     : this(minimum.ToVector(), maximum.ToVector())
 {
 }