#pragma once #include "ItemHandler.h" #include "ItemThrowable.h" class cItemEyeOfEnderHandler final: public cItemThrowableHandler { using Super = cItemThrowableHandler; public: constexpr cItemEyeOfEnderHandler(int a_ItemType): Super(a_ItemType, cProjectileEntity::pkSnowball, 30) { } virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace ) const override { // Try to fill an End Portal Frame block: if (a_ClickedBlockFace != BLOCK_FACE_NONE) { BLOCKTYPE FacingBlock; NIBBLETYPE FacingMeta; a_World->GetBlockTypeMeta(a_ClickedBlockPos, FacingBlock, FacingMeta); if (FacingBlock == E_BLOCK_END_PORTAL_FRAME) { // Fill the portal frame. E_META_END_PORTAL_EYE is the bit for holding the eye of ender. if ((FacingMeta & E_META_END_PORTAL_FRAME_EYE) != E_META_END_PORTAL_FRAME_EYE) { a_World->SetBlock(a_ClickedBlockPos, E_BLOCK_END_PORTAL_FRAME, FacingMeta | E_META_END_PORTAL_FRAME_EYE); if (!a_Player->IsGameModeCreative()) { a_Player->GetInventory().RemoveOneEquippedItem(); } cChunkInterface ChunkInterface(a_World->GetChunkMap()); // Try to spawn portal: FindAndSetPortal(a_ClickedBlockPos, FacingMeta & 3, ChunkInterface, *a_World); return true; } } return false; } // TODO: Create projectile for Eye Of Ender // return Super::OnItemUse(a_World, a_Player, a_PluginInterface, a_Item, a_ClickedBlockPos, a_ClickedBlockFace); return false; } /** 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; } 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); } } 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); } } ;