#pragma once #include "ItemHandler.h" #include "../World.h" #include "../BlockEntities/MobHeadEntity.h" class cItemMobHeadHandler: public cItemHandler { using Super = cItemHandler; public: cItemMobHeadHandler(int a_ItemType): Super(a_ItemType) { } virtual bool OnPlayerPlace( cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPos ) override { // Cannot place a head at "no face" and from the bottom: if ((a_ClickedBlockFace == BLOCK_FACE_NONE) || (a_ClickedBlockFace == BLOCK_FACE_BOTTOM)) { return true; } const auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace); // If the placed head is a wither, try to spawn the wither first: if (a_EquippedItem.m_ItemDamage == E_META_HEAD_WITHER) { if (TrySpawnWitherAround(a_World, a_Player, PlacePos)) { return true; } // Wither not created, proceed with regular head placement } cItem ItemCopy(a_EquippedItem); // Make a copy in case this is the player's last head item and OnPlayerPlace removes it if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_ClickedBlockPos, a_ClickedBlockFace, a_CursorPos)) { return false; } RegularHeadPlaced(a_World, a_Player, ItemCopy, PlacePos, a_ClickedBlockFace); return true; } /** Called after placing a regular head block with no mob spawning. Adjusts the mob head entity based on the equipped item's data. */ void RegularHeadPlaced( cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem, const Vector3i a_PlacePos, eBlockFace a_ClickedBlockFace ) { auto HeadType = static_cast(a_EquippedItem.m_ItemDamage); auto BlockMeta = static_cast(a_ClickedBlockFace); // Use a callback to set the properties of the mob head block entity: a_World.DoWithBlockEntityAt(a_PlacePos, [&](cBlockEntity & a_BlockEntity) { ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_HEAD); auto & MobHeadEntity = static_cast(a_BlockEntity); int Rotation = 0; if (BlockMeta == 1) { Rotation = FloorC(a_Player.GetYaw() * 16.0f / 360.0f + 0.5f) & 0x0f; } MobHeadEntity.SetType(HeadType); MobHeadEntity.SetRotation(static_cast(Rotation)); return false; }); } /** Spawns a wither if the wither skull placed at the specified coords completes wither's spawning formula. Returns true if the wither was created. */ bool TrySpawnWitherAround( cWorld & a_World, cPlayer & a_Player, const Vector3i a_BlockPos ) { // No wither can be created at Y < 2 - not enough space for the formula: if (a_BlockPos.y < 2) { return false; } // Check for all relevant wither locations: static const Vector3i RelCoords[] = { { 0, 0, 0}, { 1, 0, 0}, {-1, 0, 0}, { 0, 0, 1}, { 0, 0, -1}, }; for (auto & RelCoord : RelCoords) { if (TrySpawnWitherAt( a_World, a_Player, a_BlockPos, RelCoord.x, RelCoord.z )) { return true; } } // for i - RelCoords[] return false; } /** Tries to spawn a wither at the specified offset from the placed head block. PlacedHead coords are used to override the block query - at those coords the block is not queried from the world, but assumed to be a head instead. Offset is used to shift the image around the X and Z axis. Returns true iff the wither was created successfully. */ bool TrySpawnWitherAt( cWorld & a_World, cPlayer & a_Player, Vector3i a_PlacedHeadPos, int a_OffsetX, int a_OffsetZ ) { // Image for the wither at the X axis: static const sSetBlock ImageWitherX[] = { {-1, 0, 0, E_BLOCK_HEAD, 0}, { 0, 0, 0, E_BLOCK_HEAD, 0}, { 1, 0, 0, E_BLOCK_HEAD, 0}, {-1, -1, 0, E_BLOCK_SOULSAND, 0}, { 0, -1, 0, E_BLOCK_SOULSAND, 0}, { 1, -1, 0, E_BLOCK_SOULSAND, 0}, {-1, -2, 0, E_BLOCK_AIR, 0}, { 0, -2, 0, E_BLOCK_SOULSAND, 0}, { 1, -2, 0, E_BLOCK_AIR, 0}, }; // Image for the wither at the Z axis: static const sSetBlock ImageWitherZ[] = { { 0, 0, -1, E_BLOCK_HEAD, 0}, { 0, 0, 0, E_BLOCK_HEAD, 0}, { 0, 0, 1, E_BLOCK_HEAD, 0}, { 0, -1, -1, E_BLOCK_SOULSAND, 0}, { 0, -1, 0, E_BLOCK_SOULSAND, 0}, { 0, -1, 1, E_BLOCK_SOULSAND, 0}, { 0, -2, -1, E_BLOCK_AIR, 0}, { 0, -2, 0, E_BLOCK_SOULSAND, 0}, { 0, -2, 1, E_BLOCK_AIR, 0}, }; // Try to spawn the wither from each image: return ( TrySpawnWitherFromImage( a_World, a_Player, ImageWitherX, ARRAYCOUNT(ImageWitherX), a_PlacedHeadPos, a_OffsetX, a_OffsetZ ) || TrySpawnWitherFromImage( a_World, a_Player, ImageWitherZ, ARRAYCOUNT(ImageWitherZ), a_PlacedHeadPos, a_OffsetX, a_OffsetZ ) ); } /** Tries to spawn a wither from the specified image at the specified offset from the placed head block. PlacedHead coords are used to override the block query - at those coords the block is not queried from the world, but assumed to be a head instead. Offset is used to shift the image around the X and Z axis. Returns true iff the wither was created successfully. */ bool TrySpawnWitherFromImage( cWorld & a_World, cPlayer & a_Player, const sSetBlock * a_Image, size_t a_ImageCount, Vector3i a_PlacedHeadPos, int a_OffsetX, int a_OffsetZ ) { // Check each block individually; simultaneously build the SetBlockVector for clearing the blocks: sSetBlockVector AirBlocks; AirBlocks.reserve(a_ImageCount); for (size_t i = 0; i < a_ImageCount; i++) { // Get the absolute coords of the image: int BlockX = a_PlacedHeadPos.x + a_OffsetX + a_Image[i].GetX(); int BlockY = a_PlacedHeadPos.y + a_Image[i].GetY(); int BlockZ = a_PlacedHeadPos.z + a_OffsetZ + a_Image[i].GetZ(); // If the query is for the placed head, short-circuit-evaluate it: if ((BlockX == a_PlacedHeadPos.x) && (BlockY == a_PlacedHeadPos.y) && (BlockZ == a_PlacedHeadPos.z)) { if (a_Image[i].m_BlockType != E_BLOCK_HEAD) { return false; // Didn't match } continue; // Matched, continue checking the rest of the image } // Query the world block: BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_World.GetBlockTypeMeta({ BlockX, BlockY, BlockZ }, BlockType, BlockMeta)) { // Cannot query block, assume unloaded chunk, fail to spawn the wither return false; } // Compare the world block: if (BlockType != a_Image[i].m_BlockType) { return false; } // If it is a mob head, check it's a wither skull using the block entity: if ( (BlockType == E_BLOCK_HEAD) && !a_World.DoWithBlockEntityAt({ BlockX, BlockY, BlockZ }, [&](cBlockEntity & a_BlockEntity) { ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_HEAD); return static_cast(a_BlockEntity).GetType() == SKULL_TYPE_WITHER; }) ) { return false; } // Matched, continue checking AirBlocks.emplace_back(BlockX, BlockY, BlockZ, E_BLOCK_AIR, 0); } // for i - a_Image // All image blocks matched, try replace the image with air blocks: if (!a_Player.PlaceBlocks(AirBlocks)) { return false; } // Spawn the wither: int BlockX = a_PlacedHeadPos.x + a_OffsetX; int BlockZ = a_PlacedHeadPos.z + a_OffsetZ; a_World.SpawnMob(static_cast(BlockX) + 0.5, a_PlacedHeadPos.y - 2, static_cast(BlockZ) + 0.5, mtWither, false); AwardSpawnWitherAchievement(a_World, {BlockX, a_PlacedHeadPos.y - 2, BlockZ}); return true; } /** Awards the achievement to all players close to the specified point. */ void AwardSpawnWitherAchievement(cWorld & a_World, Vector3i a_BlockPos) { Vector3f Pos(a_BlockPos); a_World.ForEachPlayer([=](cPlayer & a_Player) { // If player is close, award achievement: double Dist = (a_Player.GetPosition() - Pos).Length(); if (Dist < 50.0) { a_Player.AwardAchievement(Statistic::AchSpawnWither); } return false; } ); } /** Converts the block face of the placement (which face of the block was clicked to place the head) into the block's metadata value. */ static NIBBLETYPE BlockFaceToBlockMeta(int a_BlockFace) { switch (a_BlockFace) { case BLOCK_FACE_TOP: return 0x01; // On ground (rotation provided in block entity) case BLOCK_FACE_XM: return 0x04; // west wall, facing east case BLOCK_FACE_XP: return 0x05; // east wall, facing west case BLOCK_FACE_ZM: return 0x02; // north wall, facing south case BLOCK_FACE_ZP: return 0x03; // south wall, facing north default: { ASSERT(!"Unhandled block face"); return 0; } } } virtual bool IsPlaceable(void) override { return true; } virtual bool GetPlacementBlockTypeMeta( cWorld * a_World, cPlayer * a_Player, const Vector3i a_PlacedBlockPos, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta ) override { a_BlockType = E_BLOCK_HEAD; a_BlockMeta = BlockFaceToBlockMeta(a_ClickedBlockFace); return true; } } ;