Fixed double chests (#3741)
Normal and trapped chests next to each other don't open a double chest window. Slot changes in the secondary chest are broadcast. Placing a chest in +x of another updates the original chest's metadata.
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@ -127,21 +127,28 @@ void cChestEntity::ScanNeighbours()
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{
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public:
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cChestEntity * m_Neighbour;
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BLOCKTYPE m_ChestType;
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cFindNeighbour() :
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m_Neighbour(nullptr)
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cFindNeighbour(BLOCKTYPE a_ChestType) :
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m_Neighbour(nullptr),
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m_ChestType(a_ChestType)
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{
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}
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virtual bool Item(cChestEntity * a_Chest) override
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{
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if (a_Chest->GetBlockType() != m_ChestType)
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{
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// Neighboring block is not the same type of chest
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return true;
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}
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m_Neighbour = a_Chest;
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return false;
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}
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};
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// Scan horizontally adjacent blocks for any neighbouring chest:
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cFindNeighbour FindNeighbour;
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// Scan horizontally adjacent blocks for any neighbouring chest of the same type:
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cFindNeighbour FindNeighbour(m_BlockType);
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if (
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m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, FindNeighbour) ||
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m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, FindNeighbour) ||
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@ -39,7 +39,7 @@ public:
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual bool UsedBy(cPlayer * a_Player) override;
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/** Search horizontally adjacent blocks for neighbouring chests and links them together. */
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/** Search horizontally adjacent blocks for neighbouring chests of the same type and links them together. */
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void ScanNeighbours();
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/** Opens a new chest window where this is the primary chest and any neighbour is the secondary. */
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@ -72,9 +72,19 @@ private:
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ASSERT(a_Grid == &m_Contents);
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if (m_World != nullptr)
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{
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if (GetWindow() != nullptr)
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cWindow * Window = GetWindow();
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if (
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(Window == nullptr) &&
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(m_Neighbour != nullptr)
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)
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{
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GetWindow()->BroadcastWholeWindow();
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// Neighbour might own the window
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Window = m_Neighbour->GetWindow();
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}
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if (Window != nullptr)
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{
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Window->BroadcastWholeWindow();
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}
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m_World->MarkChunkDirty(GetChunkX(), GetChunkZ());
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@ -154,7 +154,7 @@ public:
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}
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// Adjust the existing chest, if any:
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if (NeighborIdx > 0)
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if (NeighborIdx != -1)
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{
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a_World.FastSetBlock(a_BlockX + CrossCoords[NeighborIdx].x, a_BlockY, a_BlockZ + CrossCoords[NeighborIdx].z, ChestBlockType, Meta);
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}
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