#pragma once #include "BlockPlant.h" #include "../BlockInfo.h" class cBlockCactusHandler final : public cClearMetaOnDrop> { using Super = cClearMetaOnDrop>; public: using Super::Super; private: virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override { if (a_Position.y <= 0) { return false; } BLOCKTYPE Surface = a_Chunk.GetBlock(a_Position.addedY(-1)); if ((Surface != E_BLOCK_SAND) && (Surface != E_BLOCK_CACTUS)) { // Cactus can only be placed on sand and itself return false; } // Check surroundings. Cacti may ONLY be surrounded by non-solid blocks static const Vector3i Coords[] = { {-1, 0, 0}, { 1, 0, 0}, { 0, 0, -1}, { 0, 0, 1}, }; for (size_t i = 0; i < ARRAYCOUNT(Coords); i++) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if ( a_Chunk.UnboundedRelGetBlock(a_Position + Coords[i], BlockType, BlockMeta) && ( cBlockInfo::IsSolid(BlockType) || (BlockType == E_BLOCK_LAVA) || (BlockType == E_BLOCK_STATIONARY_LAVA) ) ) { return false; } } // for i - Coords[] return true; } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 7; } virtual int Grow(cChunk & a_Chunk, Vector3i a_RelPos, int a_NumStages = 1) const override { // Check the total height of the cacti blocks here: int top = a_RelPos.y + 1; while ( (top < cChunkDef::Height) && (a_Chunk.GetBlock({a_RelPos.x, top, a_RelPos.z}) == E_BLOCK_CACTUS) ) { ++top; } int bottom = a_RelPos.y - 1; while ( (bottom > 0) && (a_Chunk.GetBlock({a_RelPos.x, bottom, a_RelPos.z}) == E_BLOCK_CACTUS) ) { --bottom; } // Refuse if already too high: auto numToGrow = std::min(a_NumStages, a_Chunk.GetWorld()->GetMaxCactusHeight() + 1 - (top - bottom)); if (numToGrow <= 0) { return 0; } BLOCKTYPE blockType; for (int i = 0; i < numToGrow; ++i) { Vector3i pos(a_RelPos.x, top + i, a_RelPos.z); if (!a_Chunk.UnboundedRelGetBlockType(pos, blockType) || (blockType != E_BLOCK_AIR)) { // Cannot grow there return i; } a_Chunk.UnboundedRelFastSetBlock(pos, E_BLOCK_CACTUS, 0); // Check surroundings. Cacti may ONLY be surrounded by non-solid blocks; if they aren't, drop as pickup and bail out the growing static const Vector3i neighborOffsets[] = { {-1, 0, 0}, { 1, 0, 0}, { 0, 0, -1}, { 0, 0, 1}, } ; for (const auto & ofs: neighborOffsets) { if ( a_Chunk.UnboundedRelGetBlockType(pos + ofs, blockType) && ( cBlockInfo::IsSolid(blockType) || (blockType == E_BLOCK_LAVA) || (blockType == E_BLOCK_STATIONARY_LAVA) ) ) { // Remove the cactus auto absPos = a_Chunk.RelativeToAbsolute(pos); a_Chunk.GetWorld()->DropBlockAsPickups(absPos); return i + 1; } } // for neighbor } // for i - numToGrow return numToGrow; } virtual PlantAction CanGrow(cChunk & a_Chunk, Vector3i a_RelPos) const override { // Only allow growing if there's an air block above: if (((a_RelPos.y + 1) < cChunkDef::Height) && (a_Chunk.GetBlock(a_RelPos.addedY(1)) == E_BLOCK_AIR)) { return Super::CanGrow(a_Chunk, a_RelPos); } return paStay; } } ;