Merge pull request #2274 from cuberite/ItemsRemovalFix
Refactored block placement workflow.
This commit is contained in:
commit
d83c9f194f
@ -25,10 +25,11 @@ public:
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}
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virtual bool OnPlayerPlace(
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virtual bool GetBlocksToPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ
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int a_CursorX, int a_CursorY, int a_CursorZ,
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sSetBlockVector & a_BlocksToPlace
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) override
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{
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// Can only be placed on the floor:
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@ -36,12 +37,10 @@ public:
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{
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return false;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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// The "foot" block:
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sSetBlockVector blks;
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NIBBLETYPE BlockMeta = cBlockBedHandler::RotationToMetaData(a_Player.GetYaw());
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blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta);
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a_BlocksToPlace.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BED, BlockMeta);
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// Check if there is empty space for the "head" block:
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// (Vanilla only allows beds to be placed into air)
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@ -50,10 +49,8 @@ public:
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{
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return false;
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}
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blks.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08);
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// Place both bed blocks:
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return a_Player.PlaceBlocks(blks);
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a_BlocksToPlace.emplace_back(a_BlockX + Direction.x, a_BlockY, a_BlockZ + Direction.z, E_BLOCK_BED, BlockMeta | 0x08);
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return true;
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}
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} ;
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@ -27,10 +27,11 @@ public:
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}
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virtual bool OnPlayerPlace(
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virtual bool GetBlocksToPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ
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int a_CursorX, int a_CursorY, int a_CursorZ,
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sSetBlockVector & a_BlocksToSet
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) override
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{
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// Can only be placed on the floor:
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@ -38,16 +39,14 @@ public:
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{
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return false;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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// Place both blocks atomically:
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sSetBlockVector blks;
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blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BIG_FLOWER, a_EquippedItem.m_ItemDamage & 0x07);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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a_BlocksToSet.emplace_back(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BIG_FLOWER, a_EquippedItem.m_ItemDamage & 0x07);
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if (a_BlockY < cChunkDef::Height - 1)
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{
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blks.emplace_back(a_BlockX, a_BlockY + 1, a_BlockZ, E_BLOCK_BIG_FLOWER, (a_EquippedItem.m_ItemDamage & 0x07) | 0x08);
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a_BlocksToSet.emplace_back(a_BlockX, a_BlockY + 1, a_BlockZ, E_BLOCK_BIG_FLOWER, (a_EquippedItem.m_ItemDamage & 0x07) | 0x08);
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}
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return a_Player.PlaceBlocks(blks);
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return true;
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}
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};
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@ -27,6 +27,8 @@ public:
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}
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/** We need an OnPlayerPlace override because we're processing neighbor chests and changing their metas,
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the parent class cannot do that. */
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virtual bool OnPlayerPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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@ -118,34 +120,32 @@ public:
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} // for j
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} // for i
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// If there's no chest neighbor, place the single block chest and bail out:
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// Get the meta of the placed chest; take existing neighbors into account:
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BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
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if (NeighborIdx < 0)
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NIBBLETYPE Meta;
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auto yaw = a_Player.GetYaw();
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switch (NeighborIdx)
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{
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NIBBLETYPE Meta = cBlockChestHandler::PlayerYawToMetaData(a_Player.GetYaw());
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return a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta);
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}
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// There is a neighbor to which we need to adjust
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double yaw = a_Player.GetYaw();
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if ((NeighborIdx == 0) || (NeighborIdx == 2))
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{
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// The neighbor is in the X axis, form a X-axis-aligned dblchest:
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NIBBLETYPE Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
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// Place the new chest:
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
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case 0:
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case 2:
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{
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return false;
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// The neighbor is in the X axis, form a X-axis-aligned dblchest:
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Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
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break;
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}
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// Adjust the existing chest:
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a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
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return true;
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}
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// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
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NIBBLETYPE Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
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case 1:
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case 3:
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{
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// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
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Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
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break;
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}
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default:
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{
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Meta = cBlockChestHandler::PlayerYawToMetaData(yaw);
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break;
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}
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} // switch (NeighborIdx)
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// Place the new chest:
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, ChestBlockType, Meta))
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@ -153,8 +153,31 @@ public:
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return false;
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}
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// Adjust the existing chest:
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a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
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// Adjust the existing chest, if any:
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if (NeighborIdx > 0)
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{
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a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
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}
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// Play the placement sound:
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AString PlaceSound = cBlockInfo::GetPlaceSound(ChestBlockType);
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float Volume = 1.0f, Pitch = 0.8f;
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if (PlaceSound == "dig.metal")
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{
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Pitch = 1.2f;
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PlaceSound = "dig.stone";
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}
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else if (PlaceSound == "random.anvil_land")
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{
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Volume = 0.65f;
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}
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a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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// Remove the "placed" item:
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if (a_Player.IsGameModeSurvival())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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@ -20,10 +20,11 @@ public:
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}
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virtual bool OnPlayerPlace(
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virtual bool GetBlocksToPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ
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int a_CursorX, int a_CursorY, int a_CursorZ,
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sSetBlockVector & a_BlocksToSet
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) override
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{
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// Vanilla only allows door placement while clicking on the top face of the block below the door:
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@ -107,10 +108,9 @@ public:
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}
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// Set the blocks:
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sSetBlockVector blks;
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blks.emplace_back(a_BlockX, a_BlockY, a_BlockZ, BlockType, LowerBlockMeta);
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blks.emplace_back(a_BlockX, a_BlockY + 1, a_BlockZ, BlockType, UpperBlockMeta);
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return a_Player.PlaceBlocks(blks);
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a_BlocksToSet.emplace_back(a_BlockX, a_BlockY, a_BlockZ, BlockType, LowerBlockMeta);
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a_BlocksToSet.emplace_back(a_BlockX, a_BlockY + 1, a_BlockZ, BlockType, UpperBlockMeta);
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return true;
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}
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@ -368,36 +368,50 @@ bool cItemHandler::OnPlayerPlace(
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}
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}
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (!GetPlacementBlockTypeMeta(&a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
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// Get all the blocks to place:
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sSetBlockVector blocks;
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if (!GetBlocksToPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, blocks))
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{
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// Handler refused the placement, send that information back to the client:
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for (const auto & blk: blocks)
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{
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a_World.SendBlockTo(blk.GetX(), blk.GetY(), blk.GetZ(), &a_Player);
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}
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a_World.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, &a_Player);
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a_Player.GetInventory().SendEquippedSlot();
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return false;
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}
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta))
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// Try to place the blocks:
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if (!a_Player.PlaceBlocks(blocks))
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{
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// The placement failed, the block has already been re-sent, re-send inventory:
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// The placement failed, the blocks have already been re-sent, re-send inventory:
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a_Player.GetInventory().SendEquippedSlot();
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return false;
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}
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AString PlaceSound = cBlockInfo::GetPlaceSound(BlockType);
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float Volume = 1.0f, Pitch = 0.8f;
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if (PlaceSound == "dig.metal")
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// Play the placement sound for the main block:
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for (const auto & blk: blocks)
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{
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Pitch = 1.2f;
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PlaceSound = "dig.stone";
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}
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else if (PlaceSound == "random.anvil_land")
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{
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Volume = 0.65f;
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}
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a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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// Find the main block by comparing the coords:
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if ((blk.GetX() != a_BlockX) || (blk.GetY() != a_BlockY) || (blk.GetZ() != a_BlockZ))
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{
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continue;
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}
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AString PlaceSound = cBlockInfo::GetPlaceSound(blk.m_BlockType);
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float Volume = 1.0f, Pitch = 0.8f;
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if (PlaceSound == "dig.metal")
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{
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Pitch = 1.2f;
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PlaceSound = "dig.stone";
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}
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else if (PlaceSound == "random.anvil_land")
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{
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Volume = 0.65f;
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}
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a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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break;
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} // for blk - blocks[]
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// Remove the "placed" item:
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if (a_Player.IsGameModeSurvival())
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@ -411,6 +425,27 @@ bool cItemHandler::OnPlayerPlace(
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bool cItemHandler::GetBlocksToPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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sSetBlockVector & a_BlocksToSet
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)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (!GetPlacementBlockTypeMeta(&a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
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{
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return false;
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}
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a_BlocksToSet.emplace_back(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
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return true;
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}
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bool cItemHandler::OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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@ -35,8 +35,9 @@ public:
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/** Called when the player tries to place the item (right mouse button, IsPlaceable() == true).
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The default handler uses GetPlacementBlockTypeMeta and places the returned block.
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Override this function for advanced behavior such as placing multiple blocks.
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The block coords are for the block that has been clicked.
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The default handler uses GetBlocksToPlace() and places the returned blocks.
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Override if the item needs advanced processing, such as spawning a mob based on the blocks being placed.
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If the block placement is refused inside this call, it will automatically revert the client-side changes.
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Returns true if the placement succeeded, false if the placement was aborted for any reason. */
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virtual bool OnPlayerPlace(
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@ -46,7 +47,20 @@ public:
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);
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/** Called when the player right-clicks with this item and IsPlaceable() == true, and OnPlace() is not overridden.
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/** Called from OnPlayerPlace() to determine the blocks that the current placement operation should set.
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The block coords are where the new (main) block should be placed.
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The default handler uses GetPlacementBlockTypeMeta() and provides that as the single block at the specified coords.
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Returns true if the placement succeeded, false if the placement was aborted for any reason.
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If aborted, the server then sends all original blocks in the coords provided in a_BlocksToSet to the client. */
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virtual bool GetBlocksToPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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sSetBlockVector & a_BlocksToSet
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);
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/** Called when the player right-clicks with this item and IsPlaceable() == true, and OnPlayerPlace() is not overridden.
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This function should provide the block type and meta for the placed block, or refuse the placement.
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Returns true to allow placement, false to refuse. */
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virtual bool GetPlacementBlockTypeMeta(
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|
@ -12,9 +12,11 @@
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class cItemMobHeadHandler :
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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cItemMobHeadHandler(int a_ItemType) :
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cItemHandler(a_ItemType)
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super(a_ItemType)
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{
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}
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@ -30,34 +32,36 @@ public:
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{
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return true;
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}
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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auto placedX = a_BlockX, placedY = a_BlockY, placedZ = a_BlockZ;
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AddFaceDirection(placedY, placedY, placedZ, a_BlockFace);
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// If the placed head is a wither, try to spawn the wither first:
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if (a_EquippedItem.m_ItemDamage == E_META_HEAD_WITHER)
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{
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if (TrySpawnWitherAround(a_World, a_Player, a_BlockX, a_BlockY, a_BlockZ))
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if (TrySpawnWitherAround(a_World, a_Player, placedX, placedY, placedZ))
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{
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return true;
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}
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// Wither not created, proceed with regular head placement
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}
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return PlaceRegularHead(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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cItem itemCopy(a_EquippedItem); // Make a copy in case this is the player's last head item and OnPlayerPlace removes it
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if (!super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
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{
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return false;
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}
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RegularHeadPlaced(a_World, a_Player, itemCopy, placedX, placedY, placedZ, a_BlockFace);
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return true;
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}
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/** Places a regular head block with no mob spawning checking. */
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bool PlaceRegularHead(
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/** Called after placing a regular head block with no mob spawning.
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Adjusts the mob head entity based on the equipped item's data. */
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void RegularHeadPlaced(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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)
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{
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// Place the block:
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if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_HEAD, BlockFaceToBlockMeta(a_BlockFace)))
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{
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return false;
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}
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// Use a callback to set the properties of the mob head block entity:
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class cCallback : public cBlockEntityCallback
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{
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@ -71,7 +75,7 @@ public:
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{
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return false;
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}
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cMobHeadEntity * MobHeadEntity = static_cast<cMobHeadEntity *>(a_BlockEntity);
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auto MobHeadEntity = static_cast<cMobHeadEntity *>(a_BlockEntity);
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int Rotation = 0;
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if (m_BlockMeta == 1)
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@ -94,7 +98,6 @@ public:
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};
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cCallback Callback(a_Player, static_cast<eMobHeadType>(a_EquippedItem.m_ItemDamage), static_cast<NIBBLETYPE>(a_BlockFace));
|
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a_World.DoWithBlockEntityAt(a_BlockX, a_BlockY, a_BlockZ, Callback);
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return true;
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}
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||||
|
||||
|
||||
@ -340,7 +343,7 @@ public:
|
||||
) override
|
||||
{
|
||||
a_BlockType = E_BLOCK_HEAD;
|
||||
a_BlockMeta = (NIBBLETYPE)(a_Player->GetEquippedItem().m_ItemDamage & 0x0f);
|
||||
a_BlockMeta = BlockFaceToBlockMeta(a_BlockFace);
|
||||
return true;
|
||||
}
|
||||
} ;
|
||||
|
Loading…
Reference in New Issue
Block a user