#pragma once #include "../Defines.h" #include "../Item.h" #include "../BoundingBox.h" // fwd: class cPlayer; class cChunk; class cBlockPluginInterface; class cChunkInterface; class cWorld; class cWorldInterface; class cItems; class cBlockHandler { public: constexpr cBlockHandler(BLOCKTYPE a_BlockType) : m_BlockType(a_BlockType) { } /** Called when the block gets ticked either by a random tick or by a queued tick. Note that the coords in a_RelPos are chunk-relative! */ virtual void OnUpdate( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_BlockPluginInterface, cChunk & a_Chunk, const Vector3i a_RelPos ) const; /** Returns the relative bounding box that must be entity-free in order for the block to be placed. a_XM, a_XP, etc. stand for the blocktype of the minus-X neighbor, the positive-X neighbor, etc. */ virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) const; /** Called by cWorld::SetBlock() after the block has been set */ virtual void OnPlaced( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) const {} /** Called after a block gets broken (replaced with air), by natural means. The block is already dug up in the world, the original block type and meta is passed in a_OldBlockType and a_OldBlockMeta. By default notifies all direct neighbors via their OnNeighborChanged() callbacks. You can determine what kind of entity broke the block (e.g. player) by checking a_Digger! */ virtual void OnBroken( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta, const cEntity * a_Digger ) const {} /** Called when a direct neighbor of this block has been changed. The position is the block's own position, NOT the changed neighbor's position. a_WhichNeighbor indicates which neighbor has changed. For example, BLOCK_FACE_YP meant the neighbor above has changed. BLOCK_FACE_NONE means that it is a neighbor not directly adjacent (diagonal, etc.) */ virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const; /** Notifies the specified neighbor that the current block has changed. a_NeighborPos are the coords of the neighbor to be notified a_WhichNeighbor specifies which neighbor (relative to a_NeighborPos) has changed. For example BLOCK_FACE_YP means that the block at {a_NeighborX, a_NeighborY + 1, a_NeighborZ} has changed. BLOCK_FACE_NONE means that it is a neighbor not directly adjacent (diagonal, etc.) */ static void NeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_NeighborPos, eBlockFace a_WhichNeighbor); /** Called when the player starts digging the block. */ virtual void OnDigging( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const Vector3i a_BlockPos ) const { } /** Called when the user right clicks the block and the block is useable. a_CursorPos is the cursor position within the clicked block face. Returns true if the use was successful, return false to use the block as a "normal" block */ virtual bool OnUse( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const Vector3i a_BlockPos, eBlockFace a_BlockFace, const Vector3i a_CursorPos ) const { return false; } /** Called when a right click to this block is cancelled. Descendants should force the server to send the real state of a block to the client to prevent client assuming the operation was successfull. */ virtual void OnCancelRightClick( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const Vector3i a_BlockPos, eBlockFace a_BlockFace ) const { } /** Returns the pickups that would result if the block was mined by a_Digger using a_Tool. Doesn't do any actual block change / mining, only calculates the pickups. a_Digger is the entity that caused the conversion, usually the player digging. a_Tool is the tool used for the digging. The default implementation drops a single item created from m_BlockType and the current meta. */ virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cItem * a_Tool = nullptr) const; /** Checks if the block can stay at the specified relative coords in the chunk */ virtual bool CanBeAt(const cChunk & a_Chunk, Vector3i a_Position, NIBBLETYPE a_Meta) const; /** Checks whether the block has an effect on growing the plant */ virtual bool CanSustainPlant(BLOCKTYPE a_Plant) const { return false; } /** Called to check whether this block supports a rclk action. If it returns true, OnUse() is called */ virtual bool IsUseable(void) const; /** Checks if the player can build "inside" this block. For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision @param a_Pos Position of the block @param a_Player Player trying to build on the block @param a_Meta Meta value of the block currently at a_Pos */ virtual bool DoesIgnoreBuildCollision(const cWorld & a_World, const cItem & a_HeldItem, Vector3i a_Position, NIBBLETYPE a_Meta, eBlockFace a_ClickedBlockFace, bool a_ClickedDirectly) const; /** Tests if a_RelPosition is inside the block, where a_RelPosition is relative to the origin of the block. Coords in a_RelPosition are guaranteed to be in the [0..1] range. */ virtual bool IsInsideBlock(const Vector3d a_RelPosition, const NIBBLETYPE a_BlockMeta) const; /** Called when one of the neighbors gets set; equivalent to MC block update. By default drops (DropBlockAsPickup() / SetBlock()) if the position is no longer suitable (CanBeAt(), DoesDropOnUnsuitable()), otherwise wakes up all simulators on the block. */ void Check( cChunkInterface & ChunkInterface, cBlockPluginInterface & a_PluginInterface, Vector3i a_RelPos, cChunk & a_Chunk ) const; /** Returns the base colour ID of the block, as will be represented on a map, as per documentation: https://minecraft.gamepedia.com/Map_item_format */ virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const; /** Rotates a given block meta counter-clockwise. Default: no change Returns block meta following rotation */ virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) const { return a_Meta; } /** Rotates a given block meta clockwise. Default: no change Returns block meta following rotation */ virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) const { return a_Meta; } /** Mirrors a given block meta around the XY plane. Default: no change Returns block meta following rotation */ virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) const { return a_Meta; } /** Mirros a given block meta around the XZ plane. Default: no change Returns block meta following rotation */ virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) const { return a_Meta; } /** Mirros a given block meta around the YZ plane. Default: no change Returns block meta following rotation */ virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) const { return a_Meta; } /** Grows this block, if it supports growing, by the specified amount of stages (at most). Returns the number of stages actually grown, zero if not supported (default). */ virtual int Grow(cChunk & a_Chunk, Vector3i a_RelPos, int a_NumStages = 1) const { return 0; } /** Returns true if the specified tool is valid and has a non-zero silk-touch enchantment. Helper used in many ConvertToPickups() implementations. */ static bool ToolHasSilkTouch(const cItem * a_Tool); /** Returns the fortune level of a tool, if it is a valid tool. Can be used in ConvertToPickups() implementations. */ static unsigned char ToolFortuneLevel(const cItem * a_Tool); /** Returns a random number of drops taking into account fortune. Only applies to drops following clamped discrete random distribution. a_DefaultMax is the maximum items from one block without fortune. a_BonusMax is the amount to increase the max of randInt by, usually the fortune level (but not always) a_DropCap is the maximum items from one block with fortune, if unspecified set to 25 to prevent lag or crash with high level tools. Similar to uniform_bonus_count at https://minecraft.gamepedia.com/Loot_table#Functions */ static char FortuneDiscreteRandom(char a_MinDrop, char a_DefaultMax, unsigned char a_BonusMax, char a_DropCap = 25); // Gets the blockhandler for the given block type. static const cBlockHandler & For(BLOCKTYPE a_BlockType); protected: ~cBlockHandler() = default; const BLOCKTYPE m_BlockType; };