// BlockFarmland.h // Declares the cBlcokFarmlandHandler representing the block handler for farmland #pragma once #include "BlockHandler.h" #include "../BlockArea.h" class cBlockFarmlandHandler : public cBlockHandler { public: cBlockFarmlandHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override { NIBBLETYPE BlockMeta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ); if (IsWaterInNear(a_Chunk, a_RelX, a_RelY, a_RelZ)) { // Water was found, set block meta to 7 a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, 7); 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: BLOCKTYPE UpperBlock = (a_RelY >= cChunkDef::Height - 1) ? static_cast(E_BLOCK_AIR) : a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ); switch (UpperBlock) { case E_BLOCK_BEETROOTS: case E_BLOCK_CROPS: case E_BLOCK_POTATOES: case E_BLOCK_CARROTS: case E_BLOCK_MELON_STEM: case E_BLOCK_PUMPKIN_STEM: { // Produce on top, don't revert break; } default: { a_Chunk.SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0); break; } } } virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_WhichNeighbor) override { // Don't care about any neighbor but the one above us (fix recursion loop in #2213): if (a_WhichNeighbor != BLOCK_FACE_YP) { return; } // Don't care about anything if we're at the top of the world: if (a_BlockY >= cChunkDef::Height) { return; } // Check whether we should revert to dirt: BLOCKTYPE UpperBlock = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ); if (cBlockInfo::FullyOccupiesVoxel(UpperBlock)) { a_ChunkInterface.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0); } } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { a_Pickups.Add(E_BLOCK_DIRT, 1, 0); // Reset meta } bool IsWaterInNear(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) { if (a_Chunk.GetWorld()->IsWeatherWetAt(a_RelX, a_RelZ)) { // Rain hydrates farmland, too, except in Desert biomes. return true; } // Search for water in a close proximity: // Ref.: https://minecraft.gamepedia.com/Farmland#Hydration // 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 return false; } size_t NumBlocks = Area.GetBlockCount(); BLOCKTYPE * BlockTypes = Area.GetBlockTypes(); for (size_t i = 0; i < NumBlocks; i++) { if (IsBlockWater(BlockTypes[i])) { return true; } } // for i - BlockTypes[] return false; } virtual bool CanSustainPlant(BLOCKTYPE a_Plant) override { return ( (a_Plant == E_BLOCK_BEETROOTS) || (a_Plant == E_BLOCK_CROPS) || (a_Plant == E_BLOCK_CARROTS) || (a_Plant == E_BLOCK_POTATOES) || (a_Plant == E_BLOCK_MELON_STEM) || (a_Plant == E_BLOCK_PUMPKIN_STEM) ); } } ;