Use enum to represent light states
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@ -15,6 +15,18 @@ class cBlockGrassHandler :
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{
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using super = cBlockHandler;
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enum class Survivability
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{
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// Light level so good that the grass can try to spread to neighbours
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CanSpread,
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// Stay put, light is enough to live on but not propagate
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DoNothing,
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// Insufficient light, death is upon us
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DieInDarkness
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};
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public:
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cBlockGrassHandler(BLOCKTYPE a_BlockType):
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@ -53,9 +65,15 @@ public:
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return;
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}
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if (!cBlockGrassHandler::TrySurvive(a_Chunk, a_RelPos))
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switch (cBlockGrassHandler::DetermineSurvivability(a_Chunk, a_RelPos))
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{
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return;
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case Survivability::CanSpread: break;
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case Survivability::DoNothing: return;
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case Survivability::DieInDarkness:
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{
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a_Chunk.FastSetBlock(a_RelPos, E_BLOCK_DIRT, E_META_DIRT_NORMAL);
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return;
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}
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}
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// Grass spreads to adjacent dirt blocks:
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@ -66,7 +84,7 @@ public:
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int OfsY = Random.RandInt(-3, 1);
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int OfsZ = Random.RandInt(-1, 1);
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cBlockGrassHandler::TryThrive(a_Chunk, a_RelPos + Vector3i(OfsX, OfsY, OfsZ));
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cBlockGrassHandler::TrySpreadTo(a_Chunk, a_RelPos + Vector3i(OfsX, OfsY, OfsZ));
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} // for i - repeat twice
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}
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@ -74,15 +92,23 @@ public:
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 1;
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}
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private:
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/** Check if conditions are favourable to a grass block at the given position.
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If they are not, the grass dies and is turned to dirt.
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Returns whether conditions are so good that the grass can try to spread to neighbours. */
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static bool TrySurvive(cChunk & a_Chunk, const Vector3i a_RelPos)
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static Survivability DetermineSurvivability(cChunk & a_Chunk, const Vector3i a_RelPos)
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{
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const auto AbovePos = a_RelPos.addedY(1);
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if (!cChunkDef::IsValidHeight(AbovePos.y))
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{
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return true;
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return Survivability::CanSpread;
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}
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// Grass turns back to dirt when the block Above it is not transparent or water.
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@ -92,13 +118,12 @@ public:
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(Above != E_BLOCK_SNOW) &&
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(!cBlockInfo::IsTransparent(Above) || IsBlockWater(Above)))
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{
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a_Chunk.FastSetBlock(a_RelPos, E_BLOCK_DIRT, E_META_DIRT_NORMAL);
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return false;
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return Survivability::DieInDarkness;
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}
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// Make sure that there is enough light at the source block to spread
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const auto Light = std::max(a_Chunk.GetBlockLight(AbovePos), a_Chunk.GetSkyLightAltered(AbovePos));
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return (Light >= 9);
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return (Light >= 9) ? Survivability::CanSpread : Survivability::DoNothing;
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}
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@ -106,7 +131,7 @@ public:
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/** Attempt to spread grass to a block at the given position. */
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static void TryThrive(cChunk & a_Chunk, Vector3i a_RelPos)
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static void TrySpreadTo(cChunk & a_Chunk, Vector3i a_RelPos)
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{
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if (!cChunkDef::IsValidHeight(a_RelPos.y))
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{
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@ -149,14 +174,4 @@ public:
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}
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}
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 1;
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}
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} ;
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