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Refactored more of Entities and BlockEntities to use Vector3. (#4403)

This commit is contained in:
Mattes D
2019-09-29 14:59:24 +02:00
committed by GitHub
parent ba664340f3
commit 365cbc6e1c
122 changed files with 1271 additions and 861 deletions

View File

@@ -12,16 +12,15 @@
cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World):
Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
m_NumActivePlayers(0),
m_Neighbour(nullptr)
{
int ChunkX = 0, ChunkZ = 0;
cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
auto chunkCoord = cChunkDef::BlockToChunk(a_Pos);
if (
(m_World != nullptr) &&
m_World->IsChunkValid(ChunkX, ChunkZ)
m_World->IsChunkValid(chunkCoord.m_ChunkX, chunkCoord.m_ChunkZ)
)
{
ScanNeighbours();
@@ -50,7 +49,7 @@ cChestEntity::~cChestEntity()
void cChestEntity::CopyFrom(const cBlockEntity & a_Src)
{
Super::CopyFrom(a_Src);
super::CopyFrom(a_Src);
auto & src = static_cast<const cChestEntity &>(a_Src);
m_Contents.CopyFrom(src.m_Contents);
@@ -66,7 +65,7 @@ void cChestEntity::CopyFrom(const cBlockEntity & a_Src)
void cChestEntity::SendTo(cClientHandle & a_Client)
{
// Send a dummy "number of players with chest open" packet to make the chest visible:
a_Client.SendBlockAction(m_PosX, m_PosY, m_PosZ, 1, 0, m_BlockType);
a_Client.SendBlockAction(m_Pos.x, m_Pos.y, m_Pos.z, 1, 0, m_BlockType);
}
@@ -126,9 +125,8 @@ bool cChestEntity::UsedBy(cPlayer * a_Player)
// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
// The few false positives aren't much to worry about
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
m_World->MarkChunkDirty(ChunkX, ChunkZ);
auto chunkCoords = cChunkDef::BlockToChunk(m_Pos);
m_World->MarkChunkDirty(chunkCoords.m_ChunkX, chunkCoords.m_ChunkZ);
return true;
}
@@ -152,10 +150,10 @@ void cChestEntity::ScanNeighbours()
// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
if (
m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX, m_PosY, m_PosZ - 1, FindNeighbour) ||
m_World->DoWithChestAt(m_PosX, m_PosY, m_PosZ + 1, FindNeighbour)
m_World->DoWithChestAt(m_Pos.x - 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
m_World->DoWithChestAt(m_Pos.x + 1, m_Pos.y, m_Pos.z, FindNeighbour) ||
m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z - 1, FindNeighbour) ||
m_World->DoWithChestAt(m_Pos.x, m_Pos.y, m_Pos.z + 1, FindNeighbour)
)
{
m_Neighbour->m_Neighbour = this;