// BlockBed.cpp #include "Globals.h" #include "BlockBed.h" #include "BroadcastInterface.h" #include "../Entities/Player.h" #include "../World.h" #include "../BoundingBox.h" #include "../Mobs/Monster.h" #include "../BlockEntities/BedEntity.h" void cBlockBedHandler::OnBroken( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, const Vector3i a_BlockPos, BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta ) const { auto Direction = MetaDataToDirection(a_OldBlockMeta & 0x03); if ((a_OldBlockMeta & 0x08) != 0) { // Was pillow Vector3i FootPos(a_BlockPos - Direction); if (a_ChunkInterface.GetBlock(FootPos) == E_BLOCK_BED) { // First replace the bed with air a_ChunkInterface.FastSetBlock(FootPos, E_BLOCK_AIR, 0); // Then destroy the bed entity a_ChunkInterface.SetBlock(FootPos, E_BLOCK_AIR, 0); } } else { // Was foot end Vector3i PillowPos(a_BlockPos + Direction); if (a_ChunkInterface.GetBlock(PillowPos) == E_BLOCK_BED) { // First replace the bed with air a_ChunkInterface.FastSetBlock(PillowPos, E_BLOCK_AIR, 0); // Then destroy the bed entity a_ChunkInterface.SetBlock(PillowPos, E_BLOCK_AIR, 0); } } } bool cBlockBedHandler::OnUse( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const Vector3i a_BlockPos, eBlockFace a_BlockFace, const Vector3i a_CursorPos ) const { // Sleeping in bed only allowed in Overworld, beds explode elsewhere: if (a_WorldInterface.GetDimension() != dimOverworld) { auto PosCopy = a_BlockPos; a_WorldInterface.DoExplosionAt(5, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, true, esBed, &PosCopy); return true; } // Sleeping is allowed only during night and thunderstorms: if ( !(((a_WorldInterface.GetTimeOfDay() > 12541) && (a_WorldInterface.GetTimeOfDay() < 23458)) || (a_Player.GetWorld()->GetWeather() == wThunderstorm)) ) // Source: https://minecraft.gamepedia.com/Bed#Sleeping { a_Player.SendAboveActionBarMessage("You can only sleep at night and during thunderstorms"); // Try to set home position anyway: SetBedPos(a_Player, a_BlockPos); return true; } // Check if the bed is occupied: auto Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos); if ((Meta & 0x04) == 0x04) { a_Player.SendMessageFailure("This bed is occupied"); return true; } // Cannot sleep if there are hostile mobs nearby: auto FindMobs = [](cEntity & a_Entity) { return ( (a_Entity.GetEntityType() == cEntity::etMonster) && (static_cast(a_Entity).GetMobFamily() == cMonster::mfHostile) ); }; if (!a_Player.GetWorld()->ForEachEntityInBox(cBoundingBox(a_Player.GetPosition() - Vector3i(0, 5, 0), 8, 10), FindMobs)) { a_Player.SendAboveActionBarMessage("You may not rest now, there are monsters nearby"); return true; } // Broadcast the "Use bed" for the pillow block: if ((Meta & 0x8) == 0x8) { // Is pillow a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, a_BlockPos); } else { // Is foot end VERIFY((Meta & 0x04) != 0x04); // Occupied flag should never be set, else our compilator (intended) is broken auto PillowPos = a_BlockPos + MetaDataToDirection(Meta & 0x03); if (a_ChunkInterface.GetBlock(PillowPos) == E_BLOCK_BED) // Must always use pillow location for sleeping { a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, PillowPos); } } // Occupy the bed: SetBedPos(a_Player, a_BlockPos); SetBedOccupationState(a_ChunkInterface, a_Player.GetLastBedPos(), true); a_Player.SetIsInBed(true); a_Player.GetStatManager().AddValue(Statistic::SleepInBed); // Fast-forward the time if all players in the world are in their beds: auto TimeFastForwardTester = [](cPlayer & a_OtherPlayer) { return !a_OtherPlayer.IsInBed(); }; if (a_WorldInterface.ForEachPlayer(TimeFastForwardTester)) { a_WorldInterface.ForEachPlayer([&](cPlayer & a_OtherPlayer) { cBlockBedHandler::SetBedOccupationState(a_ChunkInterface, a_OtherPlayer.GetLastBedPos(), false); a_OtherPlayer.SetIsInBed(false); return false; } ); a_WorldInterface.SetTimeOfDay(0); a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta & 0x0b); // Clear the "occupied" bit of the bed's block } return true; } void cBlockBedHandler::OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const sSetBlock & a_BlockChange) const { a_Player.GetWorld()->DoWithBedAt(a_BlockChange.GetX(), a_BlockChange.GetY(), a_BlockChange.GetZ(), [&](cBedEntity & a_Bed) { a_Bed.SetColor(a_Player.GetEquippedItem().m_ItemDamage); return true; } ); } cItems cBlockBedHandler::ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) const { short color = E_META_WOOL_RED; if (a_BlockEntity != nullptr) { color = reinterpret_cast(a_BlockEntity)->GetColor(); } return cItem(E_ITEM_BED, 1, color); } void cBlockBedHandler::SetBedPos(cPlayer & a_Player, const Vector3i a_BedPosition) { if (a_Player.GetLastBedPos() != a_BedPosition) { a_Player.SetBedPos(a_BedPosition); a_Player.SendMessageSuccess("Home position set successfully"); } }