#pragma once #include "BlockHandler.h" class cBlockEndPortalFrameHandler final : public cYawRotator { using Super = cYawRotator< cBlockHandler, 0x03, E_META_END_PORTAL_FRAME_ZP, E_META_END_PORTAL_FRAME_XM, E_META_END_PORTAL_FRAME_ZM, E_META_END_PORTAL_FRAME_XP >; public: using Super::Super; private: virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) const override { // E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it. // LOG("PortalPlaced, meta %d", a_BlockMeta); if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE) { // LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ); // Direction is the first two bits, masked by 0x3 FindAndSetPortal(a_BlockPos, a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface); } } /** Returns false if portal cannot be made, true if portal was made. */ static bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface) { /* PORTAL FINDING ALGORITH ======================= - Get clicked base block - Check diagonally (clockwise) for another portal block - if exists, and has eye, Continue. Abort if any are facing the wrong direction. - if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block. - After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle. - Track the NorthWest Corner, and the dimensions. - If dimensions are valid, create the portal. */ static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise"); const int MIN_PORTAL_WIDTH = 3; const int MAX_PORTAL_WIDTH = 4; // Directions to use for the clockwise traversal. static const Vector3i Left[] = { { 1, 0, 0}, // 0, South, left block is East / XP { 0, 0, 1}, // 1, West, left block is South / ZP {-1, 0, 0}, // 2, North, left block is West / XM { 0, 0, -1}, // 3, East, left block is North / ZM }; static const Vector3i LeftForward[] = { { 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP {-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP {-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM { 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM }; int EdgesComplete = -1; // We start search _before_ finding the first edge Vector3i NorthWestCorner; int EdgeWidth[4] = { 1, 1, 1, 1 }; NIBBLETYPE CurrentDirection = a_Direction; Vector3i CurrentPos = a_FirstFrame; // Scan clockwise until we have seen all 4 edges while (EdgesComplete < 4) { // Check if we are at a corner Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection]; if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos))) { // We have found the corner, move clockwise to next edge if (CurrentDirection == E_META_END_PORTAL_FRAME_XP) { // We are on the NW (XM, ZM) Corner // Relative to the previous frame, the portal should appear to the right of this portal frame. NorthWestCorner = NextPos - Left[CurrentDirection]; } if (EdgesComplete == -1) { // Reset current width, we will revisit it last EdgeWidth[CurrentDirection] = 1; } // Rotate 90 degrees clockwise CurrentDirection = (CurrentDirection + 1) % 4; EdgesComplete++; } else { // We are not at a corner, keep walking the edge NextPos = CurrentPos + Left[CurrentDirection]; EdgeWidth[CurrentDirection]++; if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH) { // Don't build a portal that is too long. return false; } } if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection)) { // Neither the edge nor the corner are valid portal blocks. return false; } CurrentPos = NextPos; } if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3])) { // Mismatched Portal Dimensions. return false; } if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH)) { // Portal too small. return false; } // LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z); // LOG("%d by %d", Width[0], Width[1]); for (int i = 0; i < EdgeWidth[0]; i++) { for (int j = 0; j < EdgeWidth[1]; j++) { a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0); // TODO: Create block entity so portal doesn't become invisible on relog. } } return true; } /** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */ static bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; return ( a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) && (BlockType == E_BLOCK_END_PORTAL_FRAME) && (BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE)) ); } /** Return true if this block is a portal frame. */ static bool IsPortalFrame(BLOCKTYPE BlockType) { return (BlockType == E_BLOCK_END_PORTAL_FRAME); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 27; } };