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Fixes the issue of mobs constantly going North-West in pens and other areas backported from 1.8
90 lines
3.0 KiB
Diff
90 lines
3.0 KiB
Diff
From 03a8823864b8a5bd6e36333137fb486378e3a63d Mon Sep 17 00:00:00 2001
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From: Zach Brown <Zbob750@live.com>
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Date: Tue, 22 Jul 2014 21:05:53 -0500
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Subject: [PATCH] mc-dev imports
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diff --git a/src/main/java/net/minecraft/server/RandomPositionGenerator.java b/src/main/java/net/minecraft/server/RandomPositionGenerator.java
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new file mode 100644
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index 0000000..9342a3f
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--- /dev/null
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+++ b/src/main/java/net/minecraft/server/RandomPositionGenerator.java
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@@ -0,0 +1,74 @@
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+package net.minecraft.server;
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+
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+import java.util.Random;
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+
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+public class RandomPositionGenerator {
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+
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+ private static Vec3D a = Vec3D.a(0.0D, 0.0D, 0.0D);
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+
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+ public static Vec3D a(EntityCreature entitycreature, int i, int j) {
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+ return c(entitycreature, i, j, (Vec3D) null);
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+ }
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+
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+ public static Vec3D a(EntityCreature entitycreature, int i, int j, Vec3D vec3d) {
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+ a.a = vec3d.a - entitycreature.locX;
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+ a.b = vec3d.b - entitycreature.locY;
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+ a.c = vec3d.c - entitycreature.locZ;
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+ return c(entitycreature, i, j, a);
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+ }
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+
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+ public static Vec3D b(EntityCreature entitycreature, int i, int j, Vec3D vec3d) {
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+ a.a = entitycreature.locX - vec3d.a;
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+ a.b = entitycreature.locY - vec3d.b;
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+ a.c = entitycreature.locZ - vec3d.c;
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+ return c(entitycreature, i, j, a);
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+ }
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+
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+ private static Vec3D c(EntityCreature entitycreature, int i, int j, Vec3D vec3d) {
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+ Random random = entitycreature.aI();
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+ boolean flag = false;
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+ int k = 0;
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+ int l = 0;
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+ int i1 = 0;
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+ float f = -99999.0F;
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+ boolean flag1;
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+
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+ if (entitycreature.bY()) {
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+ double d0 = (double) (entitycreature.bV().e(MathHelper.floor(entitycreature.locX), MathHelper.floor(entitycreature.locY), MathHelper.floor(entitycreature.locZ)) + 4.0F);
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+ double d1 = (double) (entitycreature.bW() + (float) i);
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+
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+ flag1 = d0 < d1 * d1;
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+ } else {
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+ flag1 = false;
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+ }
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+
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+ for (int j1 = 0; j1 < 10; ++j1) {
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+ int k1 = random.nextInt(2 * i) - i;
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+ int l1 = random.nextInt(2 * j) - j;
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+ int i2 = random.nextInt(2 * i) - i;
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+
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+ if (vec3d == null || (double) k1 * vec3d.a + (double) i2 * vec3d.c >= 0.0D) {
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+ k1 += MathHelper.floor(entitycreature.locX);
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+ l1 += MathHelper.floor(entitycreature.locY);
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+ i2 += MathHelper.floor(entitycreature.locZ);
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+ if (!flag1 || entitycreature.b(k1, l1, i2)) {
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+ float f1 = entitycreature.a(k1, l1, i2);
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+
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+ if (f1 > f) {
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+ f = f1;
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+ k = k1;
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+ l = l1;
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+ i1 = i2;
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+ flag = true;
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+ }
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+ }
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+ }
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+ }
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+
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+ if (flag) {
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+ return Vec3D.a((double) k, (double) l, (double) i1);
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+ } else {
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+ return null;
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+ }
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+ }
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+}
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--
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1.9.1
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