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cuberite-2a/source/Blocks/BlockFarmland.h
madmaxoft@gmail.com 7b42204b24 All blockticking is now done in cBlockHandlers
git-svn-id: http://mc-server.googlecode.com/svn/trunk@942 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-10-07 10:08:57 +00:00

100 lines
2.2 KiB
C++

// BlockFarmland.h
// Declares the cBlcokFarmlandHandler representing the block handler for farmland
#pragma once
#include "BlockHandler.h"
#include "../BlockArea.h"
class cBlockFarmlandHandler :
public cBlockHandler
{
typedef cBlockHandler super;
public:
cBlockFarmlandHandler(void) :
super(E_BLOCK_FARMLAND)
{
}
virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
// TODO: Rain hydrates farmland, too. Check world weather, don't search for water if raining.
// NOTE: The desert biomes do not get precipitation, so another check needs to be made.
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
{
// Too close to the world edge, cannot check surroudnings; don't tick at all
return;
}
bool Found = false;
int NumBlocks = Area.GetBlockCount();
BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
for (int i = 0; i < NumBlocks; i++)
{
if (
(BlockTypes[i] == E_BLOCK_WATER) ||
(BlockTypes[i] == E_BLOCK_STATIONARY_WATER)
)
{
Found = true;
break;
}
}
NIBBLETYPE BlockMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (Found)
{
// Water was found, hydrate the block until hydration reaches 7:
if (BlockMeta < 7)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, ++BlockMeta);
}
return;
}
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
switch (a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
{
case E_BLOCK_CROPS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
{
// Produce on top, don't revert
break;
}
default:
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
break;
}
}
}
} ;