This was mostly done automatically and then visually inspected for obvious errors. All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
116 lines
2.6 KiB
C++
116 lines
2.6 KiB
C++
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// BlockFarmland.h
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// Declares the cBlcokFarmlandHandler representing the block handler for farmland
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#pragma once
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#include "BlockHandler.h"
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#include "../BlockArea.h"
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class cBlockFarmlandHandler :
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public cBlockHandler
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{
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public:
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cBlockFarmlandHandler(BLOCKTYPE a_BlockType) :
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cBlockHandler(a_BlockType)
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{
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}
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virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
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{
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bool Found = false;
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EMCSBiome Biome = a_Chunk.GetBiomeAt(a_RelX, a_RelZ);
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if (a_Chunk.GetWorld()->IsWeatherWet() && !IsBiomeNoDownfall(Biome))
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{
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// Rain hydrates farmland, too, except in Desert biomes.
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Found = true;
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}
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else
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{
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// Search for water in a close proximity:
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// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
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// TODO: Rewrite this to use the chunk and its neighbors directly
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cBlockArea Area;
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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if (!Area.Read(a_Chunk.GetWorld(), BlockX - 4, BlockX + 4, a_RelY, a_RelY + 1, BlockZ - 4, BlockZ + 4))
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{
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// Too close to the world edge, cannot check surroundings; don't tick at all
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return;
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}
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size_t NumBlocks = Area.GetBlockCount();
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BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
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for (size_t i = 0; i < NumBlocks; i++)
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{
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if (
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(BlockTypes[i] == E_BLOCK_WATER) ||
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(BlockTypes[i] == E_BLOCK_STATIONARY_WATER)
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)
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{
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Found = true;
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break;
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}
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} // for i - BlockTypes[]
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}
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NIBBLETYPE BlockMeta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
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if (Found)
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{
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// Water was found, hydrate the block until hydration reaches 7:
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if (BlockMeta < 7)
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, ++BlockMeta);
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}
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return;
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}
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// Water wasn't found, de-hydrate block:
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if (BlockMeta > 0)
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, --BlockMeta);
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return;
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}
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// Farmland too dry. If nothing is growing on top, turn back to dirt:
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switch (a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ))
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{
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case E_BLOCK_CROPS:
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case E_BLOCK_POTATOES:
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case E_BLOCK_CARROTS:
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case E_BLOCK_MELON_STEM:
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case E_BLOCK_PUMPKIN_STEM:
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{
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// Produce on top, don't revert
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break;
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}
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default:
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0);
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break;
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}
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}
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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a_Pickups.Add(E_BLOCK_DIRT, 1, 0); // Reset meta
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}
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} ;
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