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Adding mob census (sorry this is a big commit as work was done before git integration i couldn't split it more)

This commit is contained in:
mgueydan
2013-09-07 22:19:56 +02:00
parent e844612503
commit d2eb58f277
14 changed files with 622 additions and 0 deletions

View File

@@ -12,6 +12,7 @@
#include "BlockArea.h"
#include "PluginManager.h"
#include "Entities/TNTEntity.h"
#include "MobCensus.h"
#ifndef _WIN32
#include <cstdlib> // abs
@@ -2152,6 +2153,19 @@ void cChunkMap::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
void cChunkMap::CollectMobCensus(cMobCensus& a_ToFill)
{
cCSLock Lock(m_CSLayers);
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
(*itr)->CollectMobCensus(a_ToFill);
} // for itr - m_Layers
}
void cChunkMap::Tick(float a_Dt)
{
@@ -2310,6 +2324,24 @@ cChunk * cChunkMap::cChunkLayer::FindChunk(int a_ChunkX, int a_ChunkZ)
void cChunkMap::cChunkLayer::CollectMobCensus(cMobCensus& a_ToFill)
{
for (int i = 0; i < ARRAYCOUNT(m_Chunks); i++)
{
// We do count every Mobs in the world. But we are assuming that every chunk not loaded by any client
// doesn't affect us. Normally they should not have mobs because every "too far" mobs despawn
// If they have (f.i. when player disconnect) we assume we don't have to make them live or despawn
if ((m_Chunks[i] != NULL) && m_Chunks[i]->IsValid() && m_Chunks[i]->HasAnyClients())
{
m_Chunks[i]->CollectMobCensus(a_ToFill);
}
} // for i - m_Chunks[]
}
void cChunkMap::cChunkLayer::Tick(float a_Dt)
{