Fixed improper behaviors of banners to adhere to LCE, as well as redid the banner recipes!
161 lines
4.2 KiB
C++
161 lines
4.2 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.item.h"
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#include "net.minecraft.world.entity.player.h"
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#include "Material.h"
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#include "ItemInstance.h"
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#include "Random.h"
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#include "BannerTileEntity.h"
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#include "BannerTile.h"
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BannerTile::BannerTile(int id, bool onGround) : BaseEntityTile(id, Material::wood, isSolidRender())
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{
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this->onGround = onGround;
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this->m_dropColor = 15;
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updateDefaultShape();
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}
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Icon *BannerTile::getTexture(int face, int data)
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{
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return Tile::wood->getTexture(face);
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}
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void BannerTile::updateDefaultShape()
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{
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if (onGround)
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{
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float r = 4 / 16.0f;
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float h = 16 / 16.0f;
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this->setShape(0.5f - r, 0, 0.5f - r, 0.5f + r, h, 0.5f + r);
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}
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else
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{
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this->setShape(0, 0, 0, 1, 1, 1);
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}
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}
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AABB *BannerTile::getAABB(Level *level, int x, int y, int z)
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{
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return nullptr;
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}
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AABB *BannerTile::getTileAABB(Level *level, int x, int y, int z)
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{
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updateShape(level, x, y, z);
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return BaseEntityTile::getTileAABB(level, x, y, z);
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}
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void BannerTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
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{
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shared_ptr<BannerTileEntity> bte = forceEntity
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? dynamic_pointer_cast<BannerTileEntity>(forceEntity)
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: dynamic_pointer_cast<BannerTileEntity>(level->getTileEntity(x, y, z));
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if (!bte || !bte->isWall()) return;
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int face = level->getData(x, y, z);
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float h0 = 0 / 16.0f;
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float h1 = 16 / 16.0f;
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float d0 = 2 / 16.0f;
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float w0 = 2 / 16.0f;
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float w1 = 14 / 16.0f;
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setShape(0, 0, 0, 1, 1, 1);
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if (face == 2) setShape(w0, h0, 1 - d0, w1, h1, 1);
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if (face == 3) setShape(w0, h0, 0, w1, h1, d0);
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if (face == 4) setShape(1 - d0, h0, w0, 1, h1, w1);
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if (face == 5) setShape(0, h0, w0, d0, h1, w1);
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}
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int BannerTile::getRenderShape()
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{
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return Tile::SHAPE_INVISIBLE;
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}
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bool BannerTile::isCubeShaped()
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{
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return false;
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}
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bool BannerTile::isPathfindable(LevelSource *level, int x, int y, int z)
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{
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return true;
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}
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bool BannerTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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shared_ptr<TileEntity> BannerTile::newTileEntity(Level *level)
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{
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return std::make_shared<BannerTileEntity>();
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}
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int BannerTile::getResource(int data, Random *random, int playerBonusLevel)
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{
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return Tile::standing_banner_Id;
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}
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void BannerTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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shared_ptr<BannerTileEntity> bte = dynamic_pointer_cast<BannerTileEntity>(level->getTileEntity(x, y, z));
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bool isWall = bte && bte->isWall();
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bool remove = false;
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if (!isWall)
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{
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if (!level->getMaterial(x, y - 1, z)->isSolid()) remove = true;
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}
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else
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{
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int face = level->getData(x, y, z);
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remove = true;
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if (face == 2 && level->getMaterial(x, y, z + 1)->isSolid()) remove = false;
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if (face == 3 && level->getMaterial(x, y, z - 1)->isSolid()) remove = false;
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if (face == 4 && level->getMaterial(x + 1, y, z)->isSolid()) remove = false;
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if (face == 5 && level->getMaterial(x - 1, y, z)->isSolid()) remove = false;
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}
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if (remove)
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{
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spawnResources(level, x, y, z, level->getData(x, y, z), 0);
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level->removeTile(x, y, z);
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level->removeTileEntity(x, y, z);
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}
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BaseEntityTile::neighborChanged(level, x, y, z, type);
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}
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int BannerTile::cloneTileId(Level *level, int x, int y, int z)
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{
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return Tile::standing_banner_Id;
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}
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void BannerTile::registerIcons(IconRegister *iconRegister)
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{
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}
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void BannerTile::playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player)
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{
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shared_ptr<BannerTileEntity> bte = dynamic_pointer_cast<BannerTileEntity>(level->getTileEntity(x, y, z));
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m_dropColor = (bte != nullptr) ? (15 - (bte->getBaseColor() & 15)) : 0;
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BaseEntityTile::playerWillDestroy(level, x, y, z, data, player);
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}
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void BannerTile::spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonusLevel)
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{
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if (level->isClientSide) return;
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int color = m_dropColor;
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shared_ptr<BannerTileEntity> bte = dynamic_pointer_cast<BannerTileEntity>(level->getTileEntity(x, y, z));
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if (bte != nullptr) color = 15 - (bte->getBaseColor() & 15);
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int count = getResourceCountForLootBonus(playerBonusLevel, level->random);
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for (int i = 0; i < count; i++)
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{
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if (level->random->nextFloat() > odds) continue;
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popResource(level, x, y, z, std::make_shared<ItemInstance>(Tile::standing_banner_Id, 1, color));
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}
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}
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