// BlockFarmland.h // Declares the cBlcokFarmlandHandler representing the block handler for farmland #pragma once #include "BlockHandler.h" #include "../BlockArea.h" class cBlockFarmlandHandler : public cBlockHandler { using Super = cBlockHandler; public: cBlockFarmlandHandler(BLOCKTYPE a_BlockType): Super(a_BlockType) { } virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override { return cItem(E_BLOCK_DIRT, 1, 0); } virtual void OnUpdate( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, const Vector3i a_RelPos ) override { auto BlockMeta = a_Chunk.GetMeta(a_RelPos); if (IsWaterInNear(a_Chunk, a_RelPos)) { // Water was found, set block meta to 7 a_Chunk.FastSetBlock(a_RelPos, m_BlockType, 7); return; } // Water wasn't found, de-hydrate block: if (BlockMeta > 0) { a_Chunk.FastSetBlock(a_RelPos, E_BLOCK_FARMLAND, --BlockMeta); return; } // Farmland too dry. If nothing is growing on top, turn back to dirt: auto UpperBlock = cChunkDef::IsValidHeight(a_RelPos.y + 1) ? a_Chunk.GetBlock(a_RelPos.addedY(1)) : E_BLOCK_AIR; 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_RelPos, E_BLOCK_DIRT, 0); break; } } } virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, 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_BlockPos.y >= cChunkDef::Height) { return; } // Check whether we should revert to dirt: auto upperBlock = a_ChunkInterface.GetBlock(a_BlockPos.addedY(1)); if (cBlockInfo::FullyOccupiesVoxel(upperBlock)) { a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_DIRT, 0); } } /** Returns true if there's either a water source block close enough to hydrate the specified position, or it's raining there. */ bool IsWaterInNear(cChunk & a_Chunk, const Vector3i a_RelPos) { const auto WorldPos = a_Chunk.RelativeToAbsolute(a_RelPos); if (a_Chunk.GetWorld()->IsWeatherWetAtXYZ(WorldPos)) { // Rain hydrates farmland, too 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; if (!Area.Read(*a_Chunk.GetWorld(), WorldPos - Vector3i(4, 0, 4), WorldPos + Vector3i(4, 1, 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) ); } } ;