예제 #1
0
        public static UniversalCoords[] GetDoubleChestCoords(WorldManager world, UniversalCoords coords)
        {
            Chunk chunk = world.GetChunk(coords);
            if (chunk == null || !IsDoubleChest(chunk, coords))
                return null;
            // Is this chest the "North or East", or the "South or West"
            BlockData.Blocks[] nsewBlocks = new BlockData.Blocks[4];
            UniversalCoords[] nsewBlockPositions = new UniversalCoords[4];
            int nsewCount = 0;
            byte? blockId;
            chunk.ForNSEW(coords, uc =>
            {
                blockId = world.GetBlockId(uc) ?? 0;
                nsewBlocks[nsewCount] = (BlockData.Blocks)blockId;
                nsewBlockPositions[nsewCount] = uc;
                nsewCount++;
            });
            UniversalCoords firstCoords;
            UniversalCoords secondCoords;

            if ((byte)nsewBlocks[0] == (byte)BlockData.Blocks.Chest) // North
            {
                firstCoords = nsewBlockPositions[0];
                secondCoords = coords;
            }
            else if ((byte)nsewBlocks[2] == (byte)BlockData.Blocks.Chest) // East
            {
                firstCoords = nsewBlockPositions[2];
                secondCoords = coords;
            }
            else if ((byte)nsewBlocks[1] == (byte)BlockData.Blocks.Chest) // South
            {
                firstCoords = coords;
                secondCoords = nsewBlockPositions[1];
            }
            else// if ((byte)nsewBlocks[3] == (byte)BlockData.Blocks.Chest) // West
            {
                firstCoords = coords;
                secondCoords = nsewBlockPositions[3];
            }
            return new UniversalCoords[] { firstCoords, secondCoords };
        }
예제 #2
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;
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }