2013-07-29 07:13:03 -04:00
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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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typedef cBlockHandler super;
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public:
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cBlockFarmlandHandler(void) :
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super(E_BLOCK_FARMLAND)
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{
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}
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virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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{
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bool Found = false;
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2013-10-04 02:39:59 -04:00
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2013-10-03 23:39:07 -04:00
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int Biome = a_World->GetBiomeAt(a_BlockX, a_BlockZ);
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2013-10-04 02:39:59 -04:00
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if (a_World->IsWeatherWet() && (Biome != biDesert) && (Biome != biDesertHills))
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2013-07-29 07:13:03 -04:00
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{
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2013-10-04 02:39:59 -04:00
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// Rain hydrates farmland, too, except in Desert biomes.
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Found = true;
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2013-10-03 23:35:17 -04:00
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}
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else
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{
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2013-10-04 02:39:59 -04:00
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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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cBlockArea Area;
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if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
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{
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// Too close to the world edge, cannot check surroudnings; don't tick at all
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return;
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}
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int NumBlocks = Area.GetBlockCount();
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BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
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for (int 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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2013-10-03 23:35:17 -04:00
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}
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2013-07-29 07:13:03 -04:00
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NIBBLETYPE BlockMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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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_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, 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_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, 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_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
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{
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case E_BLOCK_CROPS:
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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_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, 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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} ;
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