LiteLoaderBDS-1.16.40/LiteLoader/Header/MC/Village.hpp
2022-09-21 19:47:03 +08:00

99 lines
5.6 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class Village {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_VILLAGE
public:
class Village& operator=(class Village const &) = delete;
Village(class Village const &) = delete;
Village() = delete;
#endif
public:
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_VILLAGE
#endif
MCAPI Village(class Dimension &, class mce::UUID, class BlockPos const &);
MCAPI void addActorToVillage(enum DwellerRole, struct ActorUniqueID const &);
MCAPI void addAggressor(class Mob const &);
MCAPI bool addPOI(class std::weak_ptr<class POIInstance>);
MCAPI bool checkNeedMoreVillagers() const;
MCAPI void debugDraw();
MCAPI class std::weak_ptr<class POIInstance> fetchOwnedPOI(struct ActorUniqueID const &, enum POIType);
MCAPI class std::optional<class BlockPos> findRandomSpawnPos(class BlockSource &, class BlockPos const &, class BlockPos const &);
MCAPI float getApproximateRadius() const;
MCAPI unsigned __int64 getBedPOICount() const;
MCAPI class std::weak_ptr<class POIInstance> getClosestPOI(enum POIType, class BlockPos const &);
MCAPI int getStanding(struct ActorUniqueID const &);
MCAPI bool hasSpecificDweller(enum DwellerRole, struct ActorUniqueID const &) const;
MCAPI void loadDataByKey(std::string const &, class CompoundTag const &);
MCAPI int modifyStanding(struct ActorUniqueID const &, int);
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 &);
MCAPI void removeVillageSavedData();
MCAPI void rewardAllPlayers(int);
MCAPI void tick(struct Tick, class BlockSource &);
MCAPI bool villagerLivesHere(struct ActorUniqueID const &) const;
MCAPI bool withinVillageBounds(class Vec3 const &, float) const;
MCAPI static bool DEBUG_DRAWING;
MCAPI static std::string const STORAGE_KEY_PREFIX;
MCAPI static bool isValidRegisteredPOI(class BlockSource &, class BlockPos const &);
MCAPI static bool isVillagePOI(class BlockSource const &, class BlockPos const &);
MCAPI static bool isVillagePOI(class VillageManager const &, class Block const &);
//private:
MCAPI void _addPoiToVillage(struct ActorUniqueID const &, class std::weak_ptr<class POIInstance>);
MCAPI void _calcPOIDist();
MCAPI void _claimUnclaimedPOIs();
MCAPI void _clearVillagerPOIs(struct ActorUniqueID const &);
MCAPI void _createRaid();
MCAPI bool _findAvailablePOI(unsigned __int64, class Level &, class Random &, struct ActorUniqueID);
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;
MCAPI bool _findPlayerCentricSpawnPointForRaid(class Vec3 &, bool) const;
MCAPI void _findPreferredPOI(std::vector<class std::weak_ptr<class POIInstance>> &, class HashedString const &, struct ActorUniqueID);
MCAPI bool _findSpawnPointForRaid(class Vec3 &, float, float, bool, bool) const;
MCAPI class BlockSource * _findSpawnableRegion(class Vec3, int, bool &) const;
MCAPI void _findWeightedPOI(std::vector<class std::weak_ptr<class POIInstance>> &, class Random &, struct ActorUniqueID);
MCAPI void _helpLocateRaiders(class Raid const &);
MCAPI void _loadVillageData(class CompoundTag const &);
MCAPI void _loadVillageDwellers(class CompoundTag const &);
MCAPI void _loadVillagePOIs(class CompoundTag const &);
MCAPI void _loadVillagePlayerStanding(class CompoundTag const &);
MCAPI void _playSoundFrom(class Vec3 const &, enum LevelSoundEvent);
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>> &);
MCAPI void _ringBells(class BlockSource &, class Random &) const;
MCAPI void _saveVillageData() const;
MCAPI void _saveVillageDwellers() const;
MCAPI void _saveVillagePOIs() const;
MCAPI void _saveVillagePlayerStanding() const;
MCAPI void _saveVillageRaid() const;
MCAPI void _spawnPassiveDwellers(class BlockSource &, int);
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;
MCAPI void _tryShiftStandingsTowardNeutral(struct Tick &, unsigned __int64, bool);
MCAPI void _trySpawnDefenderDwellers(class BlockSource &, unsigned __int64);
MCAPI void _updateClaimedPOIs(class BlockSource &);
MCAPI void _updateUnclaimedPOIs(class BlockSource &);
private:
MCAPI static std::string const RAIDER_CELEBRATION_EVENT;
MCAPI static class Vec3 const RAID_BOUNDS_PADDING;
MCAPI static int const RAID_GROUP_COMPLETE_DELAY_IN_TICKS;
MCAPI static int const RAID_LOCATION_HELP_DELAY_IN_TICKS;
MCAPI static unsigned char const RAID_MAX_SPAWN_FAILURES;
MCAPI static int const RAID_PREP_TIME_IN_TICKS;
MCAPI static struct Tick const RAID_TIMEOUT_IN_TICKS;
MCAPI static std::string const STORAGE_KEY_DWELLERS;
MCAPI static std::string const STORAGE_KEY_PLAYERS;
MCAPI static std::string const STORAGE_KEY_POI;
MCAPI static std::string const STORAGE_KEY_RAID;
MCAPI static std::string const STORAGE_KEY_VILLAGE;
};