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cuberite-2a/src/Blocks/BlockFarmland.h

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// 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)
{
}
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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
{
bool Found = false;
EMCSBiome Biome = a_Chunk.GetBiomeAt(a_RelX, a_RelZ);
if (a_Chunk.GetWorld()->IsWeatherWet() && !IsBiomeNoDownfall(Biome))
{
// Rain hydrates farmland, too, except in Desert biomes.
Found = true;
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}
else
{
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
// TODO: Rewrite this to use the chunk and its neighbors directly
cBlockArea Area;
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
if (!Area.Read(a_Chunk.GetWorld(), BlockX - 4, BlockX + 4, a_RelY, a_RelY + 1, BlockZ - 4, BlockZ + 4))
{
// Too close to the world edge, cannot check surroundings; don't tick at all
return;
}
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;
}
} // for i - BlockTypes[]
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}
NIBBLETYPE BlockMeta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
if (Found)
{
// Water was found, hydrate the block until hydration reaches 7:
if (BlockMeta < 7)
{
a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, ++BlockMeta);
}
return;
}
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
switch (a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ))
{
case E_BLOCK_CROPS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
{
// Produce on top, don't revert
break;
}
default:
{
a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0);
break;
}
}
}
} ;