commit
db98820aa9
@ -535,6 +535,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_LAPIS_ORE ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_LAPIS_ORE ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_LOG ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_LOG ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MELON ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MELON ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MOB_SPAWNER ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MOSSY_COBBLESTONE ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MOSSY_COBBLESTONE ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MYCELIUM ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_MYCELIUM ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_NETHERRACK ].m_FullyOccupiesVoxel = true;
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a_Info[E_BLOCK_NETHERRACK ].m_FullyOccupiesVoxel = true;
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@ -24,32 +24,23 @@ public:
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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) override
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{
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{
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// Find proper placement of torch
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
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a_ChunkInterface.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta);
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if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
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if (!CanBePlacedOn(Block, Meta, a_BlockFace)) // Try to preserve original direction
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{
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{
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a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
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// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
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a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Set a_BlockFace to a valid direction which will be converted later to a metadata
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if (a_BlockFace == BLOCK_FACE_NONE)
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if (a_BlockFace == BLOCK_FACE_NONE)
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{
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{
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// Client wouldn't have sent anything anyway, but whatever
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// No attachable face found - don't place the torch
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return false;
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return false;
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}
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}
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}
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}
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else
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{
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// Not top or bottom faces, try to preserve whatever face was clicked
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
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if (!CanBePlacedOn(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace))
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{
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
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// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
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a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
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if (a_BlockFace == BLOCK_FACE_NONE)
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{
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return false;
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}
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}
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}
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a_BlockType = m_BlockType;
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a_BlockType = m_BlockType;
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a_BlockMeta = DirectionToMetaData(a_BlockFace);
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a_BlockMeta = DirectionToMetaData(a_BlockFace);
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@ -97,48 +88,59 @@ public:
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}
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}
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, eBlockFace a_BlockFace)
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static bool CanBePlacedOn(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_BlockFace)
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{
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{
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if (!cBlockInfo::FullyOccupiesVoxel(a_BlockType))
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switch (a_BlockType)
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{
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{
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return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright (for glass, etc.); exceptions won't even be sent by client, no need to handle
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case E_BLOCK_END_PORTAL_FRAME:
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}
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case E_BLOCK_SOULSAND:
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else
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{
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{
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// Exceptional vanilla behaviour
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return true;
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return true;
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}
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case E_BLOCK_GLASS:
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case E_BLOCK_STAINED_GLASS:
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case E_BLOCK_FENCE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_COBBLESTONE_WALL:
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{
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// Torches can only be placed on top of these blocks
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return (a_BlockFace == BLOCK_FACE_YP);
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}
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case E_BLOCK_STONE_SLAB:
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case E_BLOCK_WOODEN_SLAB:
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{
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// Toches can be placed on the top of these slabs only if the occupy the top half of the voxel
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return ((a_BlockFace == BLOCK_FACE_YP) && ((a_BlockMeta & 0x08) == 0x08));
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}
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default:
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{
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if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
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{
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// Torches can be placed on all sides of full blocks except the bottom
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return (a_BlockFace != BLOCK_FACE_YM);
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}
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return false;
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}
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}
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}
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}
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}
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/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
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/** Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure */
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static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
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static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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{
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for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
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for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
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{
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{
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eBlockFace Face = static_cast<eBlockFace>(i);
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eBlockFace Face = static_cast<eBlockFace>(i);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, true);
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, true);
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BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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BLOCKTYPE BlockInQuestion;
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NIBBLETYPE BlockInQuestionMeta;
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a_ChunkInterface.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockInQuestion, BlockInQuestionMeta);
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// If on a block that can only hold a torch if torch is standing on it, return that face
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if (CanBePlacedOn(BlockInQuestion, BlockInQuestionMeta, Face))
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if (
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(
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(BlockInQuestion == E_BLOCK_GLASS) ||
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(BlockInQuestion == E_BLOCK_FENCE) ||
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(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
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(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ||
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(BlockInQuestion == E_BLOCK_STONE_SLAB) ||
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(BlockInQuestion == E_BLOCK_WOODEN_SLAB)
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) &&
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(Face == BLOCK_FACE_TOP)
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)
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{
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{
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return Face;
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return Face;
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}
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}
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else if (cBlockInfo::FullyOccupiesVoxel(BlockInQuestion) && (i != BLOCK_FACE_BOTTOM))
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{
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// Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
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return Face;
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}
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else
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else
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{
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{
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// Reset coords in preparation for next iteration
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// Reset coords in preparation for next iteration
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@ -152,36 +154,16 @@ public:
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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{
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eBlockFace Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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eBlockFace Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
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AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
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AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
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BLOCKTYPE BlockInQuestion;
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a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);
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if (
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BLOCKTYPE BlockInQuestion;
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(BlockInQuestion == E_BLOCK_GLASS) ||
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NIBBLETYPE BlockInQuestionMeta;
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(BlockInQuestion == E_BLOCK_STAINED_GLASS) ||
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if (!a_Chunk.UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockInQuestion, BlockInQuestionMeta))
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(BlockInQuestion == E_BLOCK_FENCE) ||
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(BlockInQuestion == E_BLOCK_SOULSAND) ||
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(BlockInQuestion == E_BLOCK_MOB_SPAWNER) ||
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(BlockInQuestion == E_BLOCK_END_PORTAL_FRAME) || // Actual vanilla behaviour
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(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
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(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ||
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(BlockInQuestion == E_BLOCK_STONE_SLAB) ||
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(BlockInQuestion == E_BLOCK_WOODEN_SLAB)
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)
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{
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// Torches can be placed on tops of glass and fences, despite them being 'untorcheable'
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// No need to check for upright orientation, it was done when the torch was placed
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return true;
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}
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else if (!cBlockInfo::FullyOccupiesVoxel(BlockInQuestion))
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{
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{
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return false;
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return false;
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}
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}
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else
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{
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return CanBePlacedOn(BlockInQuestion, BlockInQuestionMeta, Face);
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return true;
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}
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}
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}
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Block a user