mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-05 03:43:40 +00:00
99 lines
5.6 KiB
C++
99 lines
5.6 KiB
C++
// This Header is auto generated by BDSLiteLoader Toolchain
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#pragma once
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#define AUTO_GENERATED
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#include "../Global.h"
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#define BEFORE_EXTRA
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#undef BEFORE_EXTRA
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class Village {
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#define AFTER_EXTRA
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_VILLAGE
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public:
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class Village& operator=(class Village const &) = delete;
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Village(class Village const &) = delete;
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Village() = delete;
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#endif
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public:
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_VILLAGE
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#endif
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MCAPI Village(class Dimension &, class mce::UUID, class BlockPos const &);
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MCAPI void addActorToVillage(enum DwellerRole, struct ActorUniqueID const &);
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MCAPI void addAggressor(class Mob const &);
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MCAPI bool addPOI(class std::weak_ptr<class POIInstance>);
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MCAPI bool checkNeedMoreVillagers() const;
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MCAPI void debugDraw();
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MCAPI class std::weak_ptr<class POIInstance> fetchOwnedPOI(struct ActorUniqueID const &, enum POIType);
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MCAPI class std::optional<class BlockPos> findRandomSpawnPos(class BlockSource &, class BlockPos const &, class BlockPos const &);
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MCAPI float getApproximateRadius() const;
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MCAPI unsigned __int64 getBedPOICount() const;
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MCAPI class std::weak_ptr<class POIInstance> getClosestPOI(enum POIType, class BlockPos const &);
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MCAPI int getStanding(struct ActorUniqueID const &);
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MCAPI bool hasSpecificDweller(enum DwellerRole, struct ActorUniqueID const &) const;
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MCAPI void loadDataByKey(std::string const &, class CompoundTag const &);
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MCAPI int modifyStanding(struct ActorUniqueID const &, int);
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MCAPI class std::_List_iterator<class std::_List_val<struct std::_List_simple_types<struct std::pair<struct ActorUniqueID const, struct Tick>>>> removeActorFromVillage(enum DwellerRole, struct ActorUniqueID const &);
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MCAPI void removeVillageSavedData();
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MCAPI void rewardAllPlayers(int);
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MCAPI void tick(struct Tick, class BlockSource &);
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MCAPI bool villagerLivesHere(struct ActorUniqueID const &) const;
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MCAPI bool withinVillageBounds(class Vec3 const &, float) const;
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MCAPI static bool DEBUG_DRAWING;
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MCAPI static std::string const STORAGE_KEY_PREFIX;
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MCAPI static bool isValidRegisteredPOI(class BlockSource &, class BlockPos const &);
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MCAPI static bool isVillagePOI(class BlockSource const &, class BlockPos const &);
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MCAPI static bool isVillagePOI(class VillageManager const &, class Block const &);
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//private:
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MCAPI void _addPoiToVillage(struct ActorUniqueID const &, class std::weak_ptr<class POIInstance>);
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MCAPI void _calcPOIDist();
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MCAPI void _claimUnclaimedPOIs();
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MCAPI void _clearVillagerPOIs(struct ActorUniqueID const &);
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MCAPI void _createRaid();
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MCAPI bool _findAvailablePOI(unsigned __int64, class Level &, class Random &, struct ActorUniqueID);
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MCAPI void _findClosestDweller(class Actor *, class Actor *&, float &, class std::unordered_map<struct ActorUniqueID, struct Tick, struct std::hash<struct ActorUniqueID>, struct std::equal_to<struct ActorUniqueID>, class std::allocator<struct std::pair<struct ActorUniqueID const, struct Tick>>> const &) const;
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MCAPI bool _findPlayerCentricSpawnPointForRaid(class Vec3 &, bool) const;
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MCAPI void _findPreferredPOI(std::vector<class std::weak_ptr<class POIInstance>> &, class HashedString const &, struct ActorUniqueID);
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MCAPI bool _findSpawnPointForRaid(class Vec3 &, float, float, bool, bool) const;
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MCAPI class BlockSource * _findSpawnableRegion(class Vec3, int, bool &) const;
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MCAPI void _findWeightedPOI(std::vector<class std::weak_ptr<class POIInstance>> &, class Random &, struct ActorUniqueID);
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MCAPI void _helpLocateRaiders(class Raid const &);
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MCAPI void _loadVillageData(class CompoundTag const &);
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MCAPI void _loadVillageDwellers(class CompoundTag const &);
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MCAPI void _loadVillagePOIs(class CompoundTag const &);
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MCAPI void _loadVillagePlayerStanding(class CompoundTag const &);
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MCAPI void _playSoundFrom(class Vec3 const &, enum LevelSoundEvent);
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MCAPI void _readyRaidGroup(class std::unordered_set<struct ActorUniqueID, struct std::hash<struct ActorUniqueID>, struct std::equal_to<struct ActorUniqueID>, class std::allocator<struct ActorUniqueID>> &);
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MCAPI void _ringBells(class BlockSource &, class Random &) const;
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MCAPI void _saveVillageData() const;
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MCAPI void _saveVillageDwellers() const;
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MCAPI void _saveVillagePOIs() const;
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MCAPI void _saveVillagePlayerStanding() const;
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MCAPI void _saveVillageRaid() const;
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MCAPI void _spawnPassiveDwellers(class BlockSource &, int);
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MCAPI bool _spawnRaidGroup(class Vec3, unsigned char, class std::unordered_set<struct ActorUniqueID, struct std::hash<struct ActorUniqueID>, struct std::equal_to<struct ActorUniqueID>, class std::allocator<struct ActorUniqueID>> &) const;
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MCAPI void _tryShiftStandingsTowardNeutral(struct Tick &, unsigned __int64, bool);
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MCAPI void _trySpawnDefenderDwellers(class BlockSource &, unsigned __int64);
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MCAPI void _updateClaimedPOIs(class BlockSource &);
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MCAPI void _updateUnclaimedPOIs(class BlockSource &);
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private:
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MCAPI static std::string const RAIDER_CELEBRATION_EVENT;
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MCAPI static class Vec3 const RAID_BOUNDS_PADDING;
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MCAPI static int const RAID_GROUP_COMPLETE_DELAY_IN_TICKS;
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MCAPI static int const RAID_LOCATION_HELP_DELAY_IN_TICKS;
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MCAPI static unsigned char const RAID_MAX_SPAWN_FAILURES;
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MCAPI static int const RAID_PREP_TIME_IN_TICKS;
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MCAPI static struct Tick const RAID_TIMEOUT_IN_TICKS;
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MCAPI static std::string const STORAGE_KEY_DWELLERS;
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MCAPI static std::string const STORAGE_KEY_PLAYERS;
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MCAPI static std::string const STORAGE_KEY_POI;
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MCAPI static std::string const STORAGE_KEY_RAID;
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MCAPI static std::string const STORAGE_KEY_VILLAGE;
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}; |