68cced73af
* BlockHandler initialisation is a constant expression If we can't make it all namespaces, this is the next best I guess. + Tag handlers constexpr, const as needed + Inherit constructors * Privatise handler functions * More constexpr Co-authored-by: Alexander Harkness <me@bearbin.net>
268 lines
8.6 KiB
C++
268 lines
8.6 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockFireHandler :
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public cBlockHandler
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{
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public:
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using cBlockHandler::cBlockHandler;
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private:
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struct Scratch
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{
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/** Portal boundary and direction variables */
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int XZP = 0, XZM = 0;
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NIBBLETYPE Dir = 0;
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};
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virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) const override
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{
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/*
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PORTAL FINDING ALGORITH
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=======================
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- Get clicked base block
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- Trace upwards to find first obsidian block; aborts if anything other than obsidian or air is encountered.
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Uses this value as a reference (the 'ceiling')
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- For both directions (if one fails, try the other), BASE (clicked) block:
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- Go in one direction, only stop if a non obsidian block is encountered (abort) OR a portal border is encountered (FindObsidianCeiling returns -1)
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- If a border was encountered, go the other direction and repeat above
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- Write borders to XZP and XZM, write direction portal faces to Dir
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- Loop through boundary variables, and fill with portal blocks based on Dir with meta from Dir
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*/
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Scratch Scratch;
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// a_BlockY - 1: Because we want the block below the fire
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FindAndSetPortalFrame(a_BlockPos.x, a_BlockPos.y - 1, a_BlockPos.z, a_ChunkInterface, a_WorldInterface, Scratch);
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) const override
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{
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// No pickups from this block
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return {};
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}
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virtual bool IsClickedThrough(void) const override
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{
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return true;
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}
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/** Traces along YP until it finds an obsidian block, returns Y difference or 0 if no portal, and -1 for border
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Takes the X, Y, and Z of the base block; with an optional MaxY for portal border finding */
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static int FindObsidianCeiling(int X, int Y, int Z, cChunkInterface & a_ChunkInterface, int MaxY = 0)
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{
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if (a_ChunkInterface.GetBlock({X, Y, Z}) != E_BLOCK_OBSIDIAN)
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{
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return 0;
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}
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for (int newY = Y + 1; newY < cChunkDef::Height; newY++)
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{
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BLOCKTYPE Block = a_ChunkInterface.GetBlock({X, newY, Z});
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if ((Block == E_BLOCK_AIR) || (Block == E_BLOCK_FIRE))
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{
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continue;
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}
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else if (Block == E_BLOCK_OBSIDIAN)
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{
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// We found an obsidian ceiling
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// Make sure MaxY has a value and newY ('ceiling' location) is at one above the base block
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// This is because the frame is a solid obsidian pillar
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if ((MaxY != 0) && (newY == Y + 1))
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{
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return EvaluatePortalBorder(X, newY, Z, MaxY, a_ChunkInterface) ? -1 /* -1 = found a frame */ : 0;
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}
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else
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{
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// Return ceiling Y, whoever called this function will decide if it's part of a portal or not
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return newY;
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}
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}
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}
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return 0;
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}
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/** Evaluates if coords have a valid border on top, based on MaxY */
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static bool EvaluatePortalBorder(int X, int FoundObsidianY, int Z, int MaxY, cChunkInterface & a_ChunkInterface)
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{
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for (int checkBorder = FoundObsidianY + 1; checkBorder <= MaxY - 1; checkBorder++) // FoundObsidianY + 1: FoundObsidianY has already been checked in FindObsidianCeiling; MaxY - 1: portal doesn't need corners
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{
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if (a_ChunkInterface.GetBlock({X, checkBorder, Z}) != E_BLOCK_OBSIDIAN)
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{
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// Base obsidian, base + 1 obsidian, base + x NOT obsidian -> not complete portal
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return false;
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}
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}
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// Everything was obsidian, found a border!
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return true;
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}
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/** Finds entire frame in any direction with the coordinates of a base block and fills hole with nether portal (START HERE) */
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static void FindAndSetPortalFrame(int X, int Y, int Z, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Scratch & a_Scratch)
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{
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int MaxY = FindObsidianCeiling(X, Y, Z, a_ChunkInterface); // Get topmost obsidian block as reference for all other checks
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int X1 = X + 1, Z1 = Z + 1, X2 = X - 1, Z2 = Z - 1; // Duplicate XZ values, add / subtract one as we've checked the original already the line above
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if (MaxY == 0) // Oh noes! Not a portal coordinate :(
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{
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return;
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}
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if (!FindPortalSliceX(X1, X2, Y, Z, MaxY, a_ChunkInterface, a_Scratch))
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{
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if (!FindPortalSliceZ(X, Y, Z1, Z2, MaxY, a_ChunkInterface, a_Scratch))
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{
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return; // No eligible portal construct, abort abort abort!!
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}
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}
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int PortalHeight = MaxY - Y - 1;
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int PortalWidth = a_Scratch.XZP - a_Scratch.XZM + 1;
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if ((PortalHeight < a_WorldInterface.GetMinNetherPortalHeight()) || (PortalHeight > a_WorldInterface.GetMaxNetherPortalHeight()))
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{
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// The portal isn't high enough, or is too high
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return;
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}
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if ((PortalWidth < a_WorldInterface.GetMinNetherPortalWidth()) || (PortalWidth > a_WorldInterface.GetMaxNetherPortalWidth()))
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{
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// The portal isn't wide enough, or is too wide
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return;
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}
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for (int Height = Y + 1; Height <= MaxY - 1; Height++) // Loop through boundary to set portal blocks
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{
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for (int Width = a_Scratch.XZM; Width <= a_Scratch.XZP; Width++)
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{
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if (a_Scratch.Dir == 1)
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{
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a_ChunkInterface.SetBlock(Width, Height, Z, E_BLOCK_NETHER_PORTAL, a_Scratch.Dir);
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}
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else
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{
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a_ChunkInterface.SetBlock(X, Height, Width, E_BLOCK_NETHER_PORTAL, a_Scratch.Dir);
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}
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}
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}
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}
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/** Evaluates if coordinates are a portal going XP / XM; returns true if so, and writes boundaries to variable
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Takes coordinates of base block and Y coord of target obsidian ceiling */
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static bool FindPortalSliceX(int X1, int X2, int Y, int Z, int MaxY, cChunkInterface & a_ChunkInterface, Scratch & a_Scratch)
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{
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a_Scratch.Dir = 1; // Set assumed direction (will change if portal turns out to be facing the other direction)
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bool FoundFrameXP = false, FoundFrameXM = false;
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for (; ((a_ChunkInterface.GetBlock({X1, Y, Z}) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock({X1, Y + 1, Z}) == E_BLOCK_OBSIDIAN)); X1++) // Check XP for obsidian blocks, exempting corners
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{
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int Value = FindObsidianCeiling(X1, Y, Z, a_ChunkInterface, MaxY);
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int ValueTwo = FindObsidianCeiling(X1, Y + 1, Z, a_ChunkInterface, MaxY); // For corners without obsidian
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if ((Value == -1) || (ValueTwo == -1)) // FindObsidianCeiling returns -1 upon frame-find
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{
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FoundFrameXP = true; // Found a frame border in this direction, proceed in other direction (don't go further)
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break;
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}
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else if ((Value != MaxY) && (ValueTwo != MaxY)) // Make sure that there is a valid portal 'slice'
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{
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return false; // Not valid slice, no portal can be formed
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}
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}
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a_Scratch.XZP = X1 - 1; // Set boundary of frame interior
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for (; ((a_ChunkInterface.GetBlock({X2, Y, Z}) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock({X2, Y + 1, Z}) == E_BLOCK_OBSIDIAN)); X2--) // Go the other direction (XM)
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{
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int Value = FindObsidianCeiling(X2, Y, Z, a_ChunkInterface, MaxY);
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int ValueTwo = FindObsidianCeiling(X2, Y + 1, Z, a_ChunkInterface, MaxY);
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if ((Value == -1) || (ValueTwo == -1))
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{
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FoundFrameXM = true;
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break;
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}
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else if ((Value != MaxY) && (ValueTwo != MaxY))
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{
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return false;
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}
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}
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a_Scratch.XZM = X2 + 1; // Set boundary, see previous
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return (FoundFrameXP && FoundFrameXM);
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}
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/** Evaluates if coords are a portal going ZP / ZM; returns true if so, and writes boundaries to variable */
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static bool FindPortalSliceZ(int X, int Y, int Z1, int Z2, int MaxY, cChunkInterface & a_ChunkInterface, Scratch & a_Scratch)
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{
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a_Scratch.Dir = 2;
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bool FoundFrameZP = false, FoundFrameZM = false;
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for (; ((a_ChunkInterface.GetBlock({X, Y, Z1}) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock({X, Y + 1, Z1}) == E_BLOCK_OBSIDIAN)); Z1++)
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{
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int Value = FindObsidianCeiling(X, Y, Z1, a_ChunkInterface, MaxY);
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int ValueTwo = FindObsidianCeiling(X, Y + 1, Z1, a_ChunkInterface, MaxY);
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if ((Value == -1) || (ValueTwo == -1))
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{
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FoundFrameZP = true;
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break;
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}
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else if ((Value != MaxY) && (ValueTwo != MaxY))
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{
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return false;
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}
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}
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a_Scratch.XZP = Z1 - 1;
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for (; ((a_ChunkInterface.GetBlock({X, Y, Z2}) == E_BLOCK_OBSIDIAN) || (a_ChunkInterface.GetBlock({X, Y + 1, Z2}) == E_BLOCK_OBSIDIAN)); Z2--)
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{
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int Value = FindObsidianCeiling(X, Y, Z2, a_ChunkInterface, MaxY);
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int ValueTwo = FindObsidianCeiling(X, Y + 1, Z2, a_ChunkInterface, MaxY);
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if ((Value == -1) || (ValueTwo == -1))
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{
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FoundFrameZM = true;
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break;
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}
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else if ((Value != MaxY) && (ValueTwo != MaxY))
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{
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return false;
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}
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}
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a_Scratch.XZM = Z2 + 1;
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return (FoundFrameZP && FoundFrameZM);
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}
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virtual bool DoesIgnoreBuildCollision(cChunkInterface & a_ChunkInterface, Vector3i a_Pos, cPlayer & a_Player, NIBBLETYPE a_Meta) const override
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{
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return true;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_Meta);
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return 15;
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}
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};
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