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Create Ender Portal with Eyes of Ender (#4126)

The algorithm was designed so All portals must be facing the center, no matter which block had the eye inserted in last.

Note: Still need to create a block entity so that portals don't become invisible when you relog.

Addresses part of #3445
Fixes #3695
This commit is contained in:
Zach DeCook 2019-05-11 15:43:26 -04:00 committed by peterbell10
parent b9e7505d7f
commit 24a8456f79
8 changed files with 375 additions and 1 deletions

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@ -16518,6 +16518,46 @@ end
{
Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive Z direction.",
},
E_META_END_PORTAL_FRAME_EYE =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame has an eye in it.",
},
E_META_END_PORTAL_FRAME_NO_EYE =
{
Notes = "The lack of the flag in the metadata of end portal frames indicating that the portal frame has an eye in it.",
},
E_META_END_PORTAL_FRAME_XM =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative X direction.",
},
E_META_END_PORTAL_FRAME_XP =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive X direction.",
},
E_META_END_PORTAL_FRAME_ZM =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative Z direction.",
},
E_META_END_PORTAL_FRAME_ZP =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive Z direction.",
},
E_META_END_PORTAL_FRAME_XM_EYE =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative X direction and has an ender eye in it.",
},
E_META_END_PORTAL_FRAME_XP_EYE =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive X direction and has an ender eye in it.",
},
E_META_END_PORTAL_FRAME_ZM_EYE =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the negative Z direction and has an ender eye in it.",
},
E_META_END_PORTAL_FRAME_ZP_EYE =
{
Notes = "A flag in the metadata of end portal frames that indicates that the portal frame is facing the positive Z direction and has an ender eye in it.",
},
E_META_HEAD_CREEPER =
{
Notes = "A flag in the metadata of heads that indicates that the head is a creeper head.",

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@ -659,6 +659,18 @@ enum ENUM_BLOCK_META : NIBBLETYPE
E_META_DOUBLE_STONE_SLAB_SMOOTH_SANDSTONE = 9,
E_META_DOUBLE_STONE_SLAB_TILE_QUARTZ = 10,
// E_BLOCK_END_PORTAL_FRAME metas:
E_META_END_PORTAL_FRAME_ZP = 0, // Faces towards centre of portal
E_META_END_PORTAL_FRAME_XM = 1,
E_META_END_PORTAL_FRAME_ZM = 2,
E_META_END_PORTAL_FRAME_XP = 3,
E_META_END_PORTAL_FRAME_ZP_EYE = 4, // Frames with ender eye
E_META_END_PORTAL_FRAME_XM_EYE = 5,
E_META_END_PORTAL_FRAME_ZM_EYE = 6,
E_META_END_PORTAL_FRAME_XP_EYE = 7,
E_META_END_PORTAL_FRAME_NO_EYE = 0, // Just the eye bitflag
E_META_END_PORTAL_FRAME_EYE = 4,
// E_BLOCK_FLOWER metas:
E_META_FLOWER_POPPY = 0,
E_META_FLOWER_BLUE_ORCHID = 1,

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@ -0,0 +1,258 @@
#pragma once
#include "BlockHandler.h"
class cBlockEndPortalFrameHandler :
public cMetaRotator<cBlockHandler, 0x03,
E_META_END_PORTAL_FRAME_ZM,
E_META_END_PORTAL_FRAME_XP,
E_META_END_PORTAL_FRAME_ZP,
E_META_END_PORTAL_FRAME_XM
>
{
public:
cBlockEndPortalFrameHandler(BLOCKTYPE a_BlockType):
cMetaRotator<cBlockHandler, 0x03,
E_META_END_PORTAL_FRAME_ZM,
E_META_END_PORTAL_FRAME_XP,
E_META_END_PORTAL_FRAME_ZP,
E_META_END_PORTAL_FRAME_XM
>(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
a_BlockMeta = YawToMetaData(a_Player.GetYaw());
return true;
}
inline static NIBBLETYPE YawToMetaData(double a_Rotation)
{
a_Rotation += 90 + 45; // So its not aligned with axis
if (a_Rotation > 360)
{
a_Rotation -= 360;
}
if ((a_Rotation >= 0) && (a_Rotation < 90))
{
return E_META_END_PORTAL_FRAME_XM;
}
else if ((a_Rotation >= 180) && (a_Rotation < 270))
{
return E_META_END_PORTAL_FRAME_XP;
}
else if ((a_Rotation >= 90) && (a_Rotation < 180))
{
return E_META_END_PORTAL_FRAME_ZM;
}
else
{
return E_META_END_PORTAL_FRAME_ZP;
}
}
virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
{
// E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it.
// LOG("PortalPlaced, meta %d", a_BlockMeta);
if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE)
{
// LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ);
// Direction is the first two bits, masked by 0x3
FindAndSetPortal(Vector3i(a_BlockX, a_BlockY, a_BlockZ), a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface);
}
}
/** Returns false if portal cannot be made, true if portal was made. */
bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
{
/*
PORTAL FINDING ALGORITH
=======================
- Get clicked base block
- Check diagonally (clockwise) for another portal block
- if exists, and has eye, Continue. Abort if any are facing the wrong direction.
- if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block.
- After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle.
- Track the NorthWest Corner, and the dimensions.
- If dimensions are valid, create the portal.
*/
static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise");
const int MIN_PORTAL_WIDTH = 3;
const int MAX_PORTAL_WIDTH = 4;
// Directions to use for the clockwise traversal.
static const Vector3i Left[] =
{
{ 1, 0, 0}, // 0, South, left block is East / XP
{ 0, 0, 1}, // 1, West, left block is South / ZP
{-1, 0, 0}, // 2, North, left block is West / XM
{ 0, 0, -1}, // 3, East, left block is North / ZM
};
static const Vector3i LeftForward[] =
{
{ 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP
{-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP
{-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM
{ 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM
};
int EdgesComplete = -1; // We start search _before_ finding the first edge
Vector3i NorthWestCorner;
int EdgeWidth[4] = { 1, 1, 1, 1 };
NIBBLETYPE CurrentDirection = a_Direction;
Vector3i CurrentPos = a_FirstFrame;
// Scan clockwise until we have seen all 4 edges
while (EdgesComplete < 4)
{
// Check if we are at a corner
Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection];
if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos)))
{
// We have found the corner, move clockwise to next edge
if (CurrentDirection == E_META_END_PORTAL_FRAME_XP)
{
// We are on the NW (XM, ZM) Corner
// Relative to the previous frame, the portal should appear to the right of this portal frame.
NorthWestCorner = NextPos - Left[CurrentDirection];
}
if (EdgesComplete == -1)
{
// Reset current width, we will revisit it last
EdgeWidth[CurrentDirection] = 1;
}
// Rotate 90 degrees clockwise
CurrentDirection = (CurrentDirection + 1) % 4;
EdgesComplete++;
}
else
{
// We are not at a corner, keep walking the edge
NextPos = CurrentPos + Left[CurrentDirection];
EdgeWidth[CurrentDirection]++;
if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH)
{
// Don't build a portal that is too long.
return false;
}
}
if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection))
{
// Neither the edge nor the corner are valid portal blocks.
return false;
}
CurrentPos = NextPos;
}
if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3]))
{
// Mismatched Portal Dimensions.
return false;
}
if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH))
{
// Portal too small.
return false;
}
// LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z);
// LOG("%d by %d", Width[0], Width[1]);
for (int i = 0; i < EdgeWidth[0]; i++)
{
for (int j = 0; j < EdgeWidth[1]; j++)
{
a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0);
// TODO: Create block entity so portal doesn't become invisible on relog.
}
}
return true;
}
/** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
return (
a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) &&
(BlockType == E_BLOCK_END_PORTAL_FRAME) &&
(BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE))
);
}
/** Return true if this block is a portal frame. */
bool IsPortalFrame(BLOCKTYPE BlockType)
{
return (BlockType == E_BLOCK_END_PORTAL_FRAME);
}
virtual bool IsClickedThrough(void) override
{
// TODO: Colision
return true;
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 27;
}
};

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@ -28,6 +28,7 @@
#include "BlockDropSpenser.h"
#include "BlockEnchantmentTable.h"
#include "BlockEnderchest.h"
#include "BlockEndPortalFrame.h"
#include "BlockEntity.h"
#include "BlockFarmland.h"
#include "BlockFence.h"
@ -230,6 +231,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_DROPPER: return new cBlockDropSpenserHandler (a_BlockType);
case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_ENCHANTMENT_TABLE: return new cBlockEnchantmentTableHandler(a_BlockType);
case E_BLOCK_END_PORTAL_FRAME: return new cBlockEndPortalFrameHandler (a_BlockType);
case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);
case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler (a_BlockType);
case E_BLOCK_FENCE: return new cBlockFenceHandler (a_BlockType);

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@ -34,6 +34,7 @@ SET (HDRS
BlockDropSpenser.h
BlockEnchantmentTable.h
BlockEnderchest.h
BlockEndPortalFrame.h
BlockEntity.h
BlockFarmland.h
BlockFence.h

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@ -0,0 +1,59 @@
#pragma once
#include "ItemHandler.h"
#include "ItemThrowable.h"
class cItemEyeOfEnderHandler :
public cItemThrowableHandler
{
typedef cItemThrowableHandler super;
public:
cItemEyeOfEnderHandler(void) :
super(E_ITEM_EYE_OF_ENDER, cProjectileEntity::pkSnowball, 30)
{
}
virtual bool OnItemUse(
cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
BLOCKTYPE FacingBlock;
NIBBLETYPE FacingMeta;
a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, FacingBlock, FacingMeta);
switch (FacingBlock)
{
case E_BLOCK_END_PORTAL_FRAME:
{
// Fill the portal frame. E_META_END_PORTAL_EYE is the bit for holding the eye of ender.
if ((FacingMeta & E_META_END_PORTAL_FRAME_EYE) != E_META_END_PORTAL_FRAME_EYE)
{
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
}
break;
}
default:
{
// TODO: Create projectile for Eye Of Ender
// return cItemThrowableHandler::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
}
return false;
}
} ;

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@ -24,6 +24,7 @@
#include "ItemDoor.h"
#include "ItemDye.h"
#include "ItemEmptyMap.h"
#include "ItemEyeOfEnder.h"
#include "ItemFishingRod.h"
#include "ItemFlowerPot.h"
#include "ItemFood.h"
@ -131,6 +132,7 @@ cItemHandler * cItemHandler::CreateItemHandler(int a_ItemType)
case E_ITEM_EGG: return new cItemEggHandler();
case E_ITEM_EMPTY_MAP: return new cItemEmptyMapHandler();
case E_ITEM_ENDER_PEARL: return new cItemEnderPearlHandler();
case E_ITEM_EYE_OF_ENDER: return new cItemEyeOfEnderHandler();
case E_ITEM_FIRE_CHARGE: return new cItemLighterHandler(a_ItemType);
case E_ITEM_FIREWORK_ROCKET: return new cItemFireworkHandler();
case E_ITEM_FISHING_ROD: return new cItemFishingRodHandler(a_ItemType);

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@ -1,5 +1,5 @@
// Declares the itemhandlers for throwable items: eggs, snowballs and ender pearls
// Declares the itemhandlers for throwable items: eggs, snowballs, ender pearls, and eyes of ender.
#pragma once