#pragma once #include "BlockHandler.h" #include "../FastRandom.h" #include "../BlockArea.h" // Leaves can be this many blocks that away (inclusive) from the log not to decay #define LEAVES_CHECK_DISTANCE 6 class cBlockLeavesHandler: public cBlockHandler { using Super = cBlockHandler; public: using Super::Super; private: /** Returns true if the area contains a continous path from the specified block to a log block entirely made out of leaves blocks. */ static bool HasNearLog(cBlockArea & a_Area, const Vector3i a_BlockPos) { // Filter the blocks into a {leaves, log, other (air)} set: auto * Types = a_Area.GetBlockTypes(); for (size_t i = a_Area.GetBlockCount() - 1; i > 0; i--) { switch (Types[i]) { case E_BLOCK_LEAVES: case E_BLOCK_LOG: case E_BLOCK_NEW_LEAVES: case E_BLOCK_NEW_LOG: { break; } default: { Types[i] = E_BLOCK_AIR; break; } } } // for i - Types[] // Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block: // Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log a_Area.SetBlockType(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_SPONGE); for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++) { auto ProcessNeighbor = [&a_Area, i](int cbx, int cby, int cbz) -> bool { switch (a_Area.GetBlockType(cbx, cby, cbz)) { case E_BLOCK_LEAVES: a_Area.SetBlockType(cbx, cby, cbz, static_cast(E_BLOCK_SPONGE + i + 1)); break; case E_BLOCK_LOG: return true; case E_BLOCK_NEW_LEAVES: a_Area.SetBlockType(cbx, cby, cbz, static_cast(E_BLOCK_SPONGE + i + 1)); break; case E_BLOCK_NEW_LOG: return true; } return false; }; for (int y = std::max(a_BlockPos.y - i, 0); y <= std::min(a_BlockPos.y + i, cChunkDef::Height - 1); y++) { for (int z = a_BlockPos.z - i; z <= a_BlockPos.z + i; z++) { for (int x = a_BlockPos.x - i; x <= a_BlockPos.x + i; x++) { if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i) { continue; } if ( ProcessNeighbor(x - 1, y, z) || ProcessNeighbor(x + 1, y, z) || ProcessNeighbor(x, y, z - 1) || ProcessNeighbor(x, y, z + 1) || ProcessNeighbor(x, y + 1, z) || ProcessNeighbor(x, y - 1, z) ) { return true; } } // for x } // for z } // for y } // for i - BFS iterations return false; } virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) const override { // If breaking with shears, drop self: if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS)) { return cItem(m_BlockType, a_BlockMeta & 0x03); } // There is a chance to drop a sapling that varies depending on the type of leaf broken. // Note: It is possible (though very rare) for a single leaves block to drop both a sapling and an apple // TODO: Take into account fortune for sapling drops. double chance = 0.0; auto & rand = GetRandomProvider(); cItems res; if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE)) { // Jungle leaves have a 2.5% chance of dropping a sapling. chance = 0.025; } else { // Other leaves have a 5% chance of dropping a sapling. chance = 0.05; } if (rand.RandBool(chance)) { res.Add( E_BLOCK_SAPLING, 1, (m_BlockType == E_BLOCK_LEAVES) ? (a_BlockMeta & 0x03) : static_cast(4 + (a_BlockMeta & 0x01)) ); } // 0.5 % chance of dropping an apple, if the leaves' type is Apple Leaves if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE)) { if (rand.RandBool(0.005)) { res.Add(E_ITEM_RED_APPLE, 1, 0); } } return res; } virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const override { auto meta = a_ChunkInterface.GetBlockMeta(a_BlockPos); // Set bit 0x08, so this block gets checked for decay: if ((meta & 0x08) == 0) { a_ChunkInterface.SetBlockMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, meta | 0x8); } } virtual void OnUpdate( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, const Vector3i a_RelPos ) const override { auto Meta = a_Chunk.GetMeta(a_RelPos); if ((Meta & 0x04) != 0) { // Player-placed leaves, don't decay return; } if ((Meta & 0x08) == 0) { // These leaves have been checked for decay lately and nothing around them changed return; } // Get the data around the leaves: auto worldPos = a_Chunk.RelativeToAbsolute(a_RelPos); cBlockArea Area; if (!Area.Read( *a_Chunk.GetWorld(), worldPos - Vector3i(LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE), worldPos + Vector3i(LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE), cBlockArea::baTypes) ) { // Cannot check leaves, a chunk is missing too close return; } if (HasNearLog(Area, worldPos)) { // Wood found, the leaves stay; unset the check bit a_Chunk.SetMeta(a_RelPos, Meta ^ 0x08); return; } // Decay the leaves: a_ChunkInterface.DropBlockAsPickups(worldPos); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 7; } } ;