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Merge pull request #1489 from mc-server/fixes

Improved torch handler
This commit is contained in:
Mattes D 2014-10-04 10:02:10 +02:00
commit db98820aa9
2 changed files with 53 additions and 70 deletions

View File

@ -535,6 +535,7 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
a_Info[E_BLOCK_LAPIS_ORE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_LOG ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MELON ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MOB_SPAWNER ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MOSSY_COBBLESTONE ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_MYCELIUM ].m_FullyOccupiesVoxel = true;
a_Info[E_BLOCK_NETHERRACK ].m_FullyOccupiesVoxel = true;

View File

@ -24,32 +24,23 @@ public:
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
// Find proper placement of torch
BLOCKTYPE Block;
NIBBLETYPE Meta;
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
a_ChunkInterface.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, Block, Meta);
if ((a_BlockFace == BLOCK_FACE_TOP) || (a_BlockFace == BLOCK_FACE_BOTTOM))
if (!CanBePlacedOn(Block, Meta, a_BlockFace)) // Try to preserve original direction
{
a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Top or bottom faces clicked, find a suitable face
// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ); // Set a_BlockFace to a valid direction which will be converted later to a metadata
if (a_BlockFace == BLOCK_FACE_NONE)
{
// Client wouldn't have sent anything anyway, but whatever
// No attachable face found - don't place the torch
return false;
}
}
else
{
// Not top or bottom faces, try to preserve whatever face was clicked
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, true); // Set to clicked block
if (!CanBePlacedOn(a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ), a_BlockFace))
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false); // Reset to torch block
// Torch couldn't be placed on whatever face was clicked, last ditch resort - find another face
a_BlockFace = FindSuitableFace(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
if (a_BlockFace == BLOCK_FACE_NONE)
{
return false;
}
}
}
a_BlockType = m_BlockType;
a_BlockMeta = DirectionToMetaData(a_BlockFace);
@ -97,48 +88,59 @@ public:
}
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, eBlockFace a_BlockFace)
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_BlockFace)
{
if (!cBlockInfo::FullyOccupiesVoxel(a_BlockType))
switch (a_BlockType)
{
return (a_BlockFace == BLOCK_FACE_TOP); // Allow placement only when torch upright (for glass, etc.); exceptions won't even be sent by client, no need to handle
}
else
{
return true;
case E_BLOCK_END_PORTAL_FRAME:
case E_BLOCK_SOULSAND:
{
// Exceptional vanilla behaviour
return true;
}
case E_BLOCK_GLASS:
case E_BLOCK_STAINED_GLASS:
case E_BLOCK_FENCE:
case E_BLOCK_NETHER_BRICK_FENCE:
case E_BLOCK_COBBLESTONE_WALL:
{
// Torches can only be placed on top of these blocks
return (a_BlockFace == BLOCK_FACE_YP);
}
case E_BLOCK_STONE_SLAB:
case E_BLOCK_WOODEN_SLAB:
{
// Toches can be placed on the top of these slabs only if the occupy the top half of the voxel
return ((a_BlockFace == BLOCK_FACE_YP) && ((a_BlockMeta & 0x08) == 0x08));
}
default:
{
if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
{
// Torches can be placed on all sides of full blocks except the bottom
return (a_BlockFace != BLOCK_FACE_YM);
}
return false;
}
}
}
/// Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure
/** Finds a suitable face to place the torch, returning BLOCK_FACE_NONE on failure */
static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all directions
{
eBlockFace Face = static_cast<eBlockFace>(i);
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face, true);
BLOCKTYPE BlockInQuestion = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
BLOCKTYPE BlockInQuestion;
NIBBLETYPE BlockInQuestionMeta;
a_ChunkInterface.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockInQuestion, BlockInQuestionMeta);
// If on a block that can only hold a torch if torch is standing on it, return that face
if (
(
(BlockInQuestion == E_BLOCK_GLASS) ||
(BlockInQuestion == E_BLOCK_FENCE) ||
(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ||
(BlockInQuestion == E_BLOCK_STONE_SLAB) ||
(BlockInQuestion == E_BLOCK_WOODEN_SLAB)
) &&
(Face == BLOCK_FACE_TOP)
)
if (CanBePlacedOn(BlockInQuestion, BlockInQuestionMeta, Face))
{
return Face;
}
else if (cBlockInfo::FullyOccupiesVoxel(BlockInQuestion) && (i != BLOCK_FACE_BOTTOM))
{
// Otherwise, if block in that direction is torch placeable and we haven't gotten to it via the bottom face, return that face
return Face;
}
else
{
// Reset coords in preparation for next iteration
@ -152,36 +154,16 @@ public:
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
eBlockFace Face = MetaDataToDirection(a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ));
AddFaceDirection(a_RelX, a_RelY, a_RelZ, Face, true);
BLOCKTYPE BlockInQuestion;
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ, BlockInQuestion);
if (
(BlockInQuestion == E_BLOCK_GLASS) ||
(BlockInQuestion == E_BLOCK_STAINED_GLASS) ||
(BlockInQuestion == E_BLOCK_FENCE) ||
(BlockInQuestion == E_BLOCK_SOULSAND) ||
(BlockInQuestion == E_BLOCK_MOB_SPAWNER) ||
(BlockInQuestion == E_BLOCK_END_PORTAL_FRAME) || // Actual vanilla behaviour
(BlockInQuestion == E_BLOCK_NETHER_BRICK_FENCE) ||
(BlockInQuestion == E_BLOCK_COBBLESTONE_WALL) ||
(BlockInQuestion == E_BLOCK_STONE_SLAB) ||
(BlockInQuestion == E_BLOCK_WOODEN_SLAB)
)
{
// Torches can be placed on tops of glass and fences, despite them being 'untorcheable'
// No need to check for upright orientation, it was done when the torch was placed
return true;
}
else if (!cBlockInfo::FullyOccupiesVoxel(BlockInQuestion))
BLOCKTYPE BlockInQuestion;
NIBBLETYPE BlockInQuestionMeta;
if (!a_Chunk.UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockInQuestion, BlockInQuestionMeta))
{
return false;
}
else
{
return true;
}
return CanBePlacedOn(BlockInQuestion, BlockInQuestionMeta, Face);
}