Random Chitchat 2012-2016 - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Off Topic (https://forum.cuberite.org/forum-9.html) +--- Forum: Off Topic Discussion (https://forum.cuberite.org/forum-10.html) +--- Thread: Random Chitchat 2012-2016 (/thread-434.html) Pages:
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RE: What we're doing - FakeTruth - 11-15-2013 I think it's a ripoff system anyway... Committers get 1percent of deposited coins, which means they keep 99pct. So for each project they will always keep the biggest part of the coins :/ RE: What we're doing - bearbin - 11-15-2013 (11-14-2013, 06:33 PM)xoft Wrote: It seems that the loop is not working - the BTC is gone from me, but it's not been added to the project. What a black hole! >=[ How strange. There's a forum post on the bitcoin forums where you could complain I think. Here it is. RE: What we're doing - NiLSPACE - 11-15-2013 I'm trying to make other wolves attack players when a wolf is attacked by a player, but I need to convert an cEntity to an cMonster in order to use GetMobType(). This is the code I use: class cCallback : public cEntityCallback { virtual bool Item(cEntity * a_Entity) override { if (a_Entity->IsMob()) { if (a_Entity->GetMobType() == cMonster::mtWolf) { double Distance = (a_Entity->GetPosition() - ThisWolfPos).Length(); if (Distance < 20) { } } } return false; } public: Vector3f ThisWolfPos = GetPosition(); } Callback; Callback; RE: What we're doing - tigerw - 11-15-2013 Try something like: Code: ((const cMonster &)a_Entity).GetMobType() RE: What we're doing - FakeTruth - 11-15-2013 You missed a * in there, it's a pointer. RE: What we're doing - tonibm19 - 11-15-2013 Y think you can check mob type directly in cEntity. Use Entity:GetClass(). It returns cPickup and entity tipe but if its a mob it returns cWolf, cCreeper... RE: What we're doing - xoft - 11-15-2013 (11-15-2013, 05:46 AM)bearbin Wrote: How strange. There's a forum post on the bitcoin forums where you could complain I think.I tried registering there, but it didn't work - it said my password is too short and when I tried again, it said I'm already registered, but the login didn't work and registering for a different account said I need to wait 45 minutes. Not gonna bother anymore. (11-15-2013, 04:10 PM)tonibm19 Wrote: Y think you can check mob type directly in cEntity. Use Entity:GetClass(). It returns cPickup and entity tipe but if its a mob it returns cWolf, cCreeper...Not good - that's comparing strings, which is order of magnitude slower than comparing enums, even with the double step. Probably the best code to check if an entity is a specific mob type currently is (if a_Entity is a cEntity *): if (a_Entity->IsMob() && (((cMonster *)a_Entity)->GetMonsterType() == cMonster::mtWolf)) or if a_Entity is a const cEntity &, then: if (a_Entity.IsMob() && (((const cMonster &)a_Entity).GetMonsterType() == cMonster::mtWolf)) RE: What we're doing - NiLSPACE - 11-16-2013 That works, Now I need to have a variable with the current wolfs coordinates and the Players cEntity object in the callback. Any idea how to do that? RE: What we're doing - xoft - 11-16-2013 Don't wolves attack *all* players when they are aggravated? So just flipping their "IsAngry" flag should be enough. I expect a code like this should work (written from the top of my head, may not compile): function cWolf::DoTakeDamage(TakeDamageInfo & a_TDI) { super:DoTakeDamage(a_TDI); if (m_IsTame) { // No aggravating for tame wolves return; } if (a_TDI.DamageType != dtAttack) { // Not attacked by a player, bail out // TODO: projectiles use dtRangedAttack with a projectile entity in the Attacker field, handle that too return; } ASSERT(a_TDI.Attacker != NULL); class cCallback : public cEntityCallback { public: Vector3f m_AttackerPos; cCallback(const Vector3f & a_AttackerPos) : m_AttackerPos(a_AttackerPos) {} virtual bool OnEntity(cEntity & a_Entity) override { // AGGRAVATE_RANGE is the range in blocks in which the wolves become angry; define that constant at the top of Wolf.cpp as static const double if (a_Entity.IsMob() && (((cMonster &)a_Entity).GetMobType() == mtWolf) && ((a_Entity.GetPos() - m_AttackerPos).SqrLength() < AGGRAVATE_RANGE * AGGRAVATE_RANGE)) { ((cWolf &)a_Entity).SetAngry(true); } return false; } } Callback(a_TDI.Attacker.GetPos()); m_World->ForEachEntity(Callback); } RE: What we're doing - tigerw - 11-16-2013 A little deviantion from redstone again: I need halp too, this time on saving mobs // This code crashes: void cWSSAnvil::LoadSlimeFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx) { int SizeIdx = a_NBT.FindChildByName(a_TagIdx, "Size"); if (SizeIdx < 0) { return; } int Size = a_NBT.GetInt(SizeIdx); cMonster * Monster = NULL; Monster = new cSlime(Size); if (!LoadEntityBaseFromNBT(((cEntity &)Monster), a_NBT, a_TagIdx)) { return; } a_Entities.push_back(Monster); } ////////////////////////// // This code does too (with a deadlock): void cWSSAnvil::LoadSkeletonFromNBT(cEntityList & a_Entities, const cParsedNBT & a_NBT, int a_TagIdx) { int TypeIdx = a_NBT.FindChildByName(a_TagIdx, "SkeletonType"); if (TypeIdx < 0) { return; } bool Type = ((a_NBT.GetByte(TypeIdx) == 1) ? true : false); std::auto_ptr<cSkeleton> Monster(new cSkeleton(Type)); if (!LoadEntityBaseFromNBT(*Monster.get(), a_NBT, a_TagIdx)) { return; } a_Entities.push_back(Monster.release()); } What exactly should I do here to make mobs spawn? |