1
0
cuberite-2a/src/Blocks/BlockLeaves.h

218 lines
5.4 KiB
C
Raw Normal View History

#pragma once
#include "BlockHandler.h"
#include "../FastRandom.h"
#include "../BlockArea.h"
// Leaves can be this many blocks that away (inclusive) from the log not to decay
#define LEAVES_CHECK_DISTANCE 6
2014-07-19 12:53:41 +00:00
#define PROCESS_NEIGHBOR(x, y, z) \
2019-08-11 09:39:43 +00:00
do { \
switch (a_Area.GetBlockType(x, y, z)) \
{ \
case E_BLOCK_LEAVES: a_Area.SetBlockType(x, y, z, static_cast<BLOCKTYPE>(E_BLOCK_SPONGE + i + 1)); break; \
case E_BLOCK_LOG: return true; \
case E_BLOCK_NEW_LEAVES: a_Area.SetBlockType(x, y, z, static_cast<BLOCKTYPE>(E_BLOCK_SPONGE + i + 1)); break; \
case E_BLOCK_NEW_LOG: return true; \
} \
} while (false)
bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ);
class cBlockLeavesHandler :
public cBlockHandler
{
public:
cBlockLeavesHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
{
// If breaking with shears, drop self:
if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS))
{
return cItem(m_BlockType, a_BlockMeta & 0x03);
}
// There is a chance to drop a sapling that varies depending on the type of leaf broken.
// Note: It is possible (though very rare) for a single leaves block to drop both a sapling and an apple
// TODO: Take into account fortune for sapling drops.
2017-06-13 19:35:30 +00:00
double chance = 0.0;
auto & rand = GetRandomProvider();
cItems res;
if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE))
{
// Jungle leaves have a 2.5% chance of dropping a sapling.
2017-06-13 19:35:30 +00:00
chance = 0.025;
}
else
{
// Other leaves have a 5% chance of dropping a sapling.
2017-06-13 19:35:30 +00:00
chance = 0.05;
}
2017-06-13 19:35:30 +00:00
if (rand.RandBool(chance))
{
res.Add(
E_BLOCK_SAPLING,
1,
(m_BlockType == E_BLOCK_LEAVES) ? (a_BlockMeta & 0x03) : static_cast<short>(4 + (a_BlockMeta & 0x01))
);
}
// 0.5 % chance of dropping an apple, if the leaves' type is Apple Leaves
if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE))
{
2017-06-13 19:35:30 +00:00
if (rand.RandBool(0.005))
{
res.Add(E_ITEM_RED_APPLE, 1, 0);
}
}
return res;
}
virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) override
{
auto meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
2016-04-18 10:30:23 +00:00
// Set bit 0x08, so this block gets checked for decay:
if ((meta & 0x08) == 0)
{
a_ChunkInterface.SetBlockMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, meta | 0x8, true, false);
}
}
2016-02-05 21:45:45 +00:00
2014-02-02 14:49:37 +00:00
virtual void OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
if ((Meta & 0x04) != 0)
{
// Player-placed leaves, don't decay
return;
}
2016-04-18 10:30:23 +00:00
if ((Meta & 0x8) == 0)
{
// These leaves have been checked for decay lately and nothing around them changed
return;
}
// Get the data around the leaves:
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
cBlockArea Area;
if (!Area.Read(
*a_Chunk.GetWorld(),
2014-07-17 20:50:58 +00:00
BlockX - LEAVES_CHECK_DISTANCE, BlockX + LEAVES_CHECK_DISTANCE,
a_RelY - LEAVES_CHECK_DISTANCE, a_RelY + LEAVES_CHECK_DISTANCE,
BlockZ - LEAVES_CHECK_DISTANCE, BlockZ + LEAVES_CHECK_DISTANCE,
cBlockArea::baTypes)
)
{
// Cannot check leaves, a chunk is missing too close
return;
}
if (HasNearLog(Area, BlockX, a_RelY, BlockZ))
{
2016-04-18 10:30:23 +00:00
// Wood found, the leaves stay; unset the check bit
a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta ^ 0x08, true, false);
return;
}
// Decay the leaves:
a_ChunkInterface.DropBlockAsPickups({BlockX, a_RelY, BlockZ});
}
2015-06-30 14:50:15 +00:00
2015-06-30 14:50:15 +00:00
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 7;
}
} ;
bool HasNearLog(cBlockArea & a_Area, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// Filter the blocks into a {leaves, log, other (air)} set:
BLOCKTYPE * Types = a_Area.GetBlockTypes();
2014-05-08 18:16:35 +00:00
for (size_t i = a_Area.GetBlockCount() - 1; i > 0; i--)
{
switch (Types[i])
{
case E_BLOCK_LEAVES:
case E_BLOCK_LOG:
2014-05-08 18:16:35 +00:00
case E_BLOCK_NEW_LEAVES:
case E_BLOCK_NEW_LOG:
{
break;
}
default:
{
Types[i] = E_BLOCK_AIR;
break;
}
}
} // for i - Types[]
2016-02-05 21:45:45 +00:00
// Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block:
// Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log in 4 iterations
a_Area.SetBlockType(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_SPONGE);
for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++)
{
for (int y = std::max(a_BlockY - i, 0); y <= std::min(a_BlockY + i, cChunkDef::Height - 1); y++)
{
for (int z = a_BlockZ - i; z <= a_BlockZ + i; z++)
{
for (int x = a_BlockX - i; x <= a_BlockX + i; x++)
{
if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i)
{
continue;
}
PROCESS_NEIGHBOR(x - 1, y, z);
PROCESS_NEIGHBOR(x + 1, y, z);
PROCESS_NEIGHBOR(x, y, z - 1);
PROCESS_NEIGHBOR(x, y, z + 1);
PROCESS_NEIGHBOR(x, y + 1, z);
PROCESS_NEIGHBOR(x, y - 1, z);
} // for x
} // for z
} // for y
} // for i - BFS iterations
return false;
}