#include "stdafx.h" #include "net.minecraft.h" #include "net.minecraft.world.entity.h" #include "net.minecraft.world.entity.animal.h" #include "net.minecraft.world.entity.monster.h" #include "net.minecraft.world.entity.player.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.biome.h" #include "net.minecraft.world.level.material.h" #include "net.minecraft.world.level.pathfinder.h" #include "net.minecraft.world.level.tile.h" #include "Difficulty.h" #include "WeighedRandom.h" #include "Level.h" #include "ChunkPos.h" #include "TilePos.h" #include "..\Minecraft.Client\ServerLevel.h" #include "MobSpawner.h" #include "Dimension.h" const int MobSpawner::MIN_SPAWN_DISTANCE = 24; TilePos MobSpawner::getRandomPosWithin(Level *level, int cx, int cz) { // 4J Stu - Added 1.2.3 but we don't need it as it was only used to access sections // Leaving here though to help explain why chunk coords are not passed in rather than full coords //LevelChunk *chunk = level->getChunk(cx, cz); int x = cx * 16 + level->random->nextInt(16); int y = level->random->nextInt(level->getHeight()); int z = cz * 16 + level->random->nextInt(16); return TilePos(x, y, z); } unordered_map MobSpawner::chunksToPoll; const int MobSpawner::tick(ServerLevel *level, bool spawnEnemies, bool spawnFriendlies) { #ifndef _CONTENT_PACKAGE #if 0 // PIX output for mob counters - generally disabling as Entity::countFlagsForPIX is reasonably expensive if( level->dimension->id == 0 ) { Entity::countFlagsForPIX(); PIXAddNamedCounter( level->countInstanceOf(eTYPE_WATERANIMAL ,false), "eTYPE_WATERANIMAL"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_ANIMALS_SPAWN_LIMIT_CHECK ,false), "eTYPE_ANIMAL"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_MONSTER ,false), "eTYPE_MONSTER"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_SQUID ,true ), "eTYPE_SQUID"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_VILLAGER ,true ), "eTYPE_VILLAGER"); unsigned int totalCount[4]; unsigned int protectedCount[4]; unsigned int unprotectedCount[4]; unsigned int couldWanderCount[4]; totalCount[0] = level->countInstanceOf(eTYPE_COW ,true, &protectedCount[0], &couldWanderCount[0] ); totalCount[1] = level->countInstanceOf(eTYPE_SHEEP ,true, &protectedCount[1], &couldWanderCount[1] ); totalCount[2] = level->countInstanceOf(eTYPE_CHICKEN ,true, &protectedCount[2], &couldWanderCount[2] ); totalCount[3] = level->countInstanceOf(eTYPE_PIG ,true, &protectedCount[3], &couldWanderCount[3] ); for( int i = 0; i < 4; i++ ) unprotectedCount[i] = totalCount[i] - protectedCount[i]; PIXAddNamedCounter( unprotectedCount[0], "eTYPE_COW (unprotected)"); PIXAddNamedCounter( unprotectedCount[1], "eTYPE_SHEEP (unprotected)"); PIXAddNamedCounter( unprotectedCount[2], "eTYPE_CHICKEN (unprotected)"); PIXAddNamedCounter( unprotectedCount[3], "eTYPE_PIG (unprotected)"); PIXAddNamedCounter( protectedCount[0], "eTYPE_COW (protected)"); PIXAddNamedCounter( protectedCount[1], "eTYPE_SHEEP (protected)"); PIXAddNamedCounter( protectedCount[2], "eTYPE_CHICKEN (protected)"); PIXAddNamedCounter( protectedCount[3], "eTYPE_PIG (protected)"); PIXAddNamedCounter( couldWanderCount[0], "eTYPE_COW (could wander)"); PIXAddNamedCounter( couldWanderCount[1], "eTYPE_SHEEP (could wander)"); PIXAddNamedCounter( couldWanderCount[2], "eTYPE_CHICKEN (could wander)"); PIXAddNamedCounter( couldWanderCount[3], "eTYPE_PIG (could wander)"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_WOLF ,true ), "eTYPE_WOLF"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_CREEPER ,true ), "eTYPE_CREEPER"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_GIANT ,true ), "eTYPE_GIANT"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_SKELETON ,true ), "eTYPE_SKELETON"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_SPIDER ,true ), "eTYPE_SPIDER"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_ZOMBIE ,true ), "eTYPE_ZOMBIE"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_PIGZOMBIE ,true ), "eTYPE_PIGZOMBIE"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_SLIME ,true ), "eTYPE_SLIME"); PIXAddNamedCounter( level->countInstanceOf(eTYPE_GHAST ,true ), "eTYPE_GHAST"); } #endif #endif if (!spawnEnemies && !spawnFriendlies) { return 0; } MemSect(20); chunksToPoll.clear(); #if 0 AUTO_VAR(itEnd, level->players.end()); for (AUTO_VAR(it, level->players.begin()); it != itEnd; it++) { shared_ptr player = *it; //level->players.at(i); int xx = Mth::floor(player->x / 16); int zz = Mth::floor(player->z / 16); int r = 128 / 16; for (int x = -r; x <= r; x++) for (int z = -r; z <= r; z++) { chunksToPoll.insert(ChunkPos(x + xx, z + zz)); } } #else // 4J - rewritten to add chunks interleaved by player, and to add them from the centre outwards. We're going to be // potentially adding less creatures than the original so that our count stays consistent with number of players added, so // we want to make sure as best we can that the ones we do add are near the active players int playerCount = (int)level->players.size(); int *xx = new int[playerCount]; int *zz = new int[playerCount]; for (int i = 0; i < playerCount; i++) { shared_ptr player = level->players[i]; xx[i] = Mth::floor(player->x / 16); zz[i] = Mth::floor(player->z / 16); chunksToPoll.insert(std::pair(ChunkPos(xx[i], zz[i] ),false)); } for( int r = 1; r <= 8; r++ ) { for( int l = 0; l < ( r * 2 ) ; l++ ) { for( int i = 0; i < playerCount; i++ ) { bool edgeChunk = ( r == 8 ); // If this chunk isn't at the edge of the region for this player, then always store with a flag of false // so that if it was at the edge of another player, then this will remove that if( !edgeChunk ) { chunksToPoll.insert(std::pair(ChunkPos( ( xx[i] - r ) + l , ( zz[i] - r ) ), false)); chunksToPoll.insert(std::pair(ChunkPos( ( xx[i] + r ) , ( zz[i] - r ) + l ), false)); chunksToPoll.insert(std::pair(ChunkPos( ( xx[i] + r ) - l , ( zz[i] + r ) ), false)); chunksToPoll.insert(std::pair(ChunkPos( ( xx[i] - r ) , ( zz[i] + r ) - l ), false)); } else { ChunkPos cp = ChunkPos( ( xx[i] - r ) + l , ( zz[i] - r )); if( chunksToPoll.find( cp ) == chunksToPoll.end() ) chunksToPoll.insert(std::pair(cp, true)); cp = ChunkPos( ( xx[i] + r ), ( zz[i] - r ) + l ); if( chunksToPoll.find( cp ) == chunksToPoll.end() ) chunksToPoll.insert(std::pair(cp, true)); cp = ChunkPos( ( xx[i] + r ) - l , ( zz[i] + r )); if( chunksToPoll.find( cp ) == chunksToPoll.end() ) chunksToPoll.insert(std::pair(cp, true)); cp = ChunkPos( ( xx[i] - r ), ( zz[i] + r ) - l); if( chunksToPoll.find( cp ) == chunksToPoll.end() ) chunksToPoll.insert(std::pair(cp, true)); } } } } delete [] xx; delete [] zz; #endif MemSect(0); int count = 0; MemSect(31); Pos *spawnPos = level->getSharedSpawnPos(); MemSect(0); for (unsigned int i = 0; i < MobCategory::values.length; i++) { MobCategory *mobCategory = MobCategory::values[i]; if ((mobCategory->isFriendly() && !spawnFriendlies) || (!mobCategory->isFriendly() && !spawnEnemies)) { continue; } // 4J - this is now quite different to the java version. We just have global max counts for the level whereas the original has a max per chunk that // scales with the number of chunks to be polled. int categoryCount = level->countInstanceOf( mobCategory->getEnumBaseClass(), mobCategory->isSingleType()); if( categoryCount >= mobCategory->getMaxInstancesPerLevel()) { continue; } AUTO_VAR(itEndCTP, chunksToPoll.end()); for (AUTO_VAR(it, chunksToPoll.begin()); it != itEndCTP; it++) { if( it->second ) { // don't add mobs to edge chunks, to prevent adding mobs // "outside" of the active playground continue; } ChunkPos *cp = (ChunkPos *) (&it->first); // 4J - don't let this actually create/load a chunk that isn't here already - we'll let the normal updateDirtyChunks etc. processes do that, so it can happen on another thread if( !level->hasChunk(cp->x,cp->z) ) continue; TilePos start = getRandomPosWithin(level, cp->x, cp->z); int xStart = start.x; int yStart = start.y; int zStart = start.z; if (level->isSolidBlockingTile(xStart, yStart, zStart)) continue; if (level->getMaterial(xStart, yStart, zStart) != mobCategory->getSpawnPositionMaterial()) continue; int clusterSize = 0; for (int dd = 0; dd < 3; dd++) { int x = xStart; int y = yStart; int z = zStart; int ss = 6; Biome::MobSpawnerData *currentMobType = NULL; for (int ll = 0; ll < 4; ll++) { x += level->random->nextInt(ss) - level->random->nextInt(ss); y += level->random->nextInt(1) - level->random->nextInt(1); z += level->random->nextInt(ss) - level->random->nextInt(ss); // int y = heightMap[x + z * w] + 1; // 4J - don't let this actually create/load a chunk that isn't here already - we'll let the normal updateDirtyChunks etc. processes do that, so it can happen on another thread if( !level->hasChunkAt( x, y, z ) ) continue; if (isSpawnPositionOk(mobCategory, level, x, y, z)) { float xx = x + 0.5f; float yy = (float) y; float zz = z + 0.5f; if (level->getNearestPlayer(xx, yy, zz, MIN_SPAWN_DISTANCE) != NULL) { continue; } else { float xd = xx - spawnPos->x; float yd = yy - spawnPos->y; float zd = zz - spawnPos->z; float sd = xd * xd + yd * yd + zd * zd; if (sd < MIN_SPAWN_DISTANCE * MIN_SPAWN_DISTANCE) { continue; } } if (currentMobType == NULL) { currentMobType = level->getRandomMobSpawnAt(mobCategory, x, y, z); if (currentMobType == NULL) { break; } } shared_ptr mob; // 4J - removed try/catch // try // { MemSect(29); //mob = type.mobClass.getConstructor(Level.class).newInstance(level); mob = dynamic_pointer_cast(EntityIO::newByEnumType(currentMobType->mobClass, level)); MemSect(0); // } // catch (exception e) // { // // TODO 4J We can't print a stack trace, and the newInstance function doesn't throw an exception just now anyway // //e.printStackTrace(); // return count; // } // 4J - If it is an animal or a monster, don't let any one type of mob represent more than 50% of the total amount of these things. This // was added initially to stop flat lands being totally populated with slimes but seems like a generally good rule. eINSTANCEOF mobType = mob->GetType(); if( ( mobType & eTYPE_ANIMALS_SPAWN_LIMIT_CHECK ) || ( mobType & eTYPE_MONSTER ) ) { // even more special rule for ghasts, because filling up the nether with 25 of them is a bit unpleasant. In the java version they are // only limited by the fact that the world fills up with pig zombies (the only other type of enemy mob in the nether) before them - they // aren't actually even counted properly themselves if( mobType == eTYPE_GHAST ) { if( level->countInstanceOf(mobType, true) >= 4 ) continue; } else if( mobType == eTYPE_ENDERMAN && level->dimension->id == 1 ) { // Special rule for the end, as we only have Endermen (plus the dragon). Increase the spawnable counts based on level difficulty int maxEndermen = mobCategory->getMaxInstancesPerLevel(); if( level->difficulty == Difficulty::NORMAL ) { maxEndermen -= mobCategory->getMaxInstancesPerLevel()/4; } else if( level->difficulty <= Difficulty::EASY) { maxEndermen -= mobCategory->getMaxInstancesPerLevel()/2; } if( level->countInstanceOf(mobType, true) >= maxEndermen ) continue; } else if( level->countInstanceOf(mobType, true) >= ( mobCategory->getMaxInstancesPerLevel() / 2 ) ) continue; } mob->moveTo(xx, yy, zz, level->random->nextFloat() * 360, 0); if (mob->canSpawn()) { // 4J - check if we are going to despawn straight away too, and don't add if we will - otherwise we'll be sending // network packets for adding & removal that we don't need mob->checkDespawn(); if( !mob->removed ) { clusterSize++; categoryCount++; mob->setDespawnProtected(); // 4J added - default to protected against despawning level->addEntity(mob); finalizeMobSettings(mob, level, xx, yy, zz); mob->finalizeMobSpawn(); // 4J - change here so that we can't ever make more than the desired amount of entities in each priority. In the original java version // depending on the random spawn positions being considered the only limit as to the number of entities created per category is the number // of chunks to poll. if (categoryCount >= mobCategory->getMaxInstancesPerLevel() ) goto categoryLoop; if (clusterSize >= mob->getMaxSpawnClusterSize()) goto chunkLoop; } } count += clusterSize; } } } chunkLoop: continue; } categoryLoop: continue; } delete spawnPos; return count; } bool MobSpawner::isSpawnPositionOk(MobCategory *category, Level *level, int x, int y, int z) { // 4J - don't let this actually create/load a chunk that isn't here already - we'll let the normal updateDirtyChunks etc. processes do that, so it can happen on another thread if( !level->hasChunkAt(x, y, z ) ) return false; if (category->getSpawnPositionMaterial() == Material::water) { // 4J - changed to spawn water things only in deep water int yo = 0; int liquidCount = 0; while( ( y - yo ) >= 0 && ( yo < 5 ) ) { if( level->getMaterial(x, y - yo, z)->isLiquid() ) liquidCount++; yo++; } // 4J - Sometimes deep water could be just a waterfall, so check that it's wide as well bool inEnoughWater = false; if( liquidCount == 5 ) { if( level->getMaterial(x+5, y, z)->isLiquid() && level->getMaterial(x-5, y, z)->isLiquid() && level->getMaterial(x, y, z+5)->isLiquid() && level->getMaterial(x, y, z-5)->isLiquid() ) { inEnoughWater = true; } } return inEnoughWater && !level->isSolidBlockingTile(x, y + 1, z); } else { if (!level->isTopSolidBlocking(x, y - 1, z)) return false; int tt = level->getTile(x, y - 1, z); return tt != Tile::unbreakable_Id && !level->isSolidBlockingTile(x, y, z) && !level->getMaterial(x, y, z)->isLiquid() && !level->isSolidBlockingTile(x, y + 1, z); } } void MobSpawner::finalizeMobSettings(shared_ptr mob, Level *level, float xx, float yy, float zz) { if (dynamic_pointer_cast( mob ) != NULL && level->random->nextInt(100) == 0) { shared_ptr skeleton = shared_ptr( new Skeleton(level) ); skeleton->moveTo(xx, yy, zz, mob->yRot, 0); level->addEntity(skeleton); skeleton->ride(mob); } else if (dynamic_pointer_cast( mob ) != NULL) { (dynamic_pointer_cast( mob ))->setColor(Sheep::getSheepColor(level->random)); } else if (dynamic_pointer_cast( mob ) != NULL) { if (level->random->nextInt(7) == 0) { for (int kitten = 0; kitten < 2; kitten++) { shared_ptr ozelot = shared_ptr(new Ozelot(level)); ozelot->moveTo(xx, yy, zz, mob->yRot, 0); ozelot->setAge(-20 * 60 * 20); level->addEntity(ozelot); } } } } // 4J Stu TODO This was an array of Class type. I haven't made a base Class type yet, but don't need to // as this can be an array of Mob type? eINSTANCEOF MobSpawner::bedEnemies[bedEnemyCount] = { eTYPE_SPIDER, eTYPE_ZOMBIE, eTYPE_SKELETON }; bool MobSpawner::attackSleepingPlayers(Level *level, vector > *players) { bool somebodyWokeUp = false; PathFinder finder = PathFinder(level, true, false, false, true); AUTO_VAR(itEnd, players->end()); for (AUTO_VAR(it, players->begin()); it != itEnd; it++) { shared_ptr player = (*it); bool nextPlayer = false; for (int attemptCount = 0; attemptCount < 20 && !nextPlayer; attemptCount++)\ { // limit position within the range of the player int x = Mth::floor(player->x) + level->random->nextInt(32) - level->random->nextInt(32); int z = Mth::floor(player->z) + level->random->nextInt(32) - level->random->nextInt(32); int yStart = Mth::floor(player->y) + level->random->nextInt(16) - level->random->nextInt(16); if (yStart < 1) { yStart = 1; } else if (yStart > Level::maxBuildHeight) { yStart = Level::maxBuildHeight; } { int type = level->random->nextInt(bedEnemyCount); int y = yStart; while (y > 2 && !level->isTopSolidBlocking(x, y - 1, z)) { y--; } while (!isSpawnPositionOk( (MobCategory *) MobCategory::monster, level, x, y, z) && y < (yStart + 16) && y < Level::maxBuildHeight) { y++; } if (y >= (yStart + 16) || y >= Level::maxBuildHeight) { y = yStart; continue; } else { float xx = x + 0.5f; float yy = (float) y; float zz = z + 0.5f; shared_ptr mob; // 4J - removed try/catch // try // { //mob = classes[type].getConstructor(Level.class).newInstance(level); // 4J - there was a classes array here which duplicated the bedEnemies array but have removed it mob = dynamic_pointer_cast(EntityIO::newByEnumType(bedEnemies[type], level )); // } // catch (exception e) // { // // TODO 4J Stu - We can't print a stack trace, and newInstance doesn't currently throw an exception anyway // //e.printStackTrace(); // return somebodyWokeUp; // } // System.out.println("Placing night mob"); mob->moveTo(xx, yy, zz, level->random->nextFloat() * 360, 0); // check if the mob can spawn at this location if (!mob->canSpawn()) { continue; } Pos *bedPos = BedTile::findStandUpPosition(level, Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z), 1); if (bedPos == NULL) { // an unlikely case where the bed is // completely blocked bedPos = new Pos(x, y + 1, z); } // 4J Stu - TU-1 hotfix // Fix for #13152 - If the player sleeps in a bed next to a wall in an enclosed, well lit area they will be awoken by a monster // The pathfinder should attempt to get close to the position that we will move the mob to, // instead of the player who could be next to a wall. Otherwise the paths gets to the other // side of the the wall, then moves the mob inside the building //Path *findPath = finder.findPath(mob.get(), player.get(), 32.0f); Path *findPath = finder.findPath(mob.get(), bedPos->x, bedPos->y, bedPos->z, 32.0f); if (findPath != NULL && findPath->getSize() > 1) { Node *last = findPath->last(); if (abs(last->x - bedPos->x) < 1.5 && abs(last->z - bedPos->z) < 1.5 && abs(last->y - bedPos->y) < 1.5) { // System.out.println("Found path!"); mob->moveTo(bedPos->x + 0.5f, bedPos->y, bedPos->z + 0.5f, 0, 0); // the mob would maybe not be able to // spawn here, but we ignore that now (we assume // it walked here) { level->addEntity(mob); finalizeMobSettings(mob, level, bedPos->x + 0.5f, (float) bedPos->y, bedPos->z + 0.5f); mob->finalizeMobSpawn(); player->stopSleepInBed(true, false, false); // play a sound effect to scare the player mob->playAmbientSound(); somebodyWokeUp = true; nextPlayer = true; } } delete findPath; } delete bedPos; } } } } return somebodyWokeUp; } void MobSpawner::postProcessSpawnMobs(Level *level, Biome *biome, int xo, int zo, int cellWidth, int cellHeight, Random *random) { // 4J - not for our version. Creates a few too many mobs. #if 0 vector *mobs = biome->getMobs(MobCategory::creature); if (mobs->empty()) { return; } while (random->nextFloat() < biome->getCreatureProbability()) { Biome::MobSpawnerData *type = (Biome::MobSpawnerData *) WeighedRandom::getRandomItem(level->random, ((vector *)mobs)); int count = type->minCount + random->nextInt(1 + type->maxCount - type->minCount); int x = xo + random->nextInt(cellWidth); int z = zo + random->nextInt(cellHeight); int startX = x, startZ = z; for (int c = 0; c < count; c++) { bool success = false; for (int attempts = 0; !success && attempts < 4; attempts++) { // these mobs always spawn at the topmost position int y = level->getTopSolidBlock(x, z); if (isSpawnPositionOk(MobCategory::creature, level, x, y, z)) { float xx = x + 0.5f; float yy = (float)y; float zz = z + 0.5f; shared_ptr mob; //try { mob = dynamic_pointer_cast( EntityIO::newByEnumType(type->mobClass, level ) ); //} catch (Exception e) { // e.printStackTrace(); // continue; //} // System.out.println("Placing night mob"); mob->moveTo(xx, yy, zz, random->nextFloat() * 360, 0); mob->setDespawnProtected(); level->addEntity(mob); finalizeMobSettings(mob, level, xx, yy, zz); success = true; } x += random->nextInt(5) - random->nextInt(5); z += random->nextInt(5) - random->nextInt(5); while (x < xo || x >= (xo + cellWidth) || z < zo || z >= (zo + cellWidth)) { x = startX + random->nextInt(5) - random->nextInt(5); z = startZ + random->nextInt(5) - random->nextInt(5); } } } } #endif }