#pragma once #include "BlockHandler.h" #include "../FastRandom.h" class cBlockSaplingHandler final : public cBlockHandler { using Super = cBlockHandler; public: using Super::Super; private: virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override { // The low 3 bits store the sapling type; bit 0x08 is the growth timer (not used in pickups) return cItem(m_BlockType, 1, a_BlockMeta & 0x07); } virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override { return (a_Position.y > 0) && IsBlockTypeOfDirt(a_Chunk.GetBlock(a_Position.addedY(-1))); } 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); auto Light = std::max(a_Chunk.GetBlockLight(a_RelPos), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelPos))); // Only grow if we have the right amount of light if (Light > 8) { auto & random = GetRandomProvider(); // Only grow if we are in the right growth stage and have the right amount of space around them. if (((Meta & 0x08) != 0) && random.RandBool(0.45) && CanGrowAt(a_Chunk, a_RelPos.x, a_RelPos.y, a_RelPos.z, Meta)) { auto WorldPos = a_Chunk.RelativeToAbsolute(a_RelPos); a_Chunk.GetWorld()->GrowTree(WorldPos); } // Only move to the next growth stage if we haven't gone there yet else if (((Meta & 0x08) == 0) && random.RandBool(0.45)) { a_Chunk.SetMeta(a_RelPos, Meta | 0x08); } } } static bool CanGrowAt(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { a_Meta = a_Meta & 0x07; int CheckHeight = 0; bool LargeTree = false; // Get the height to check against switch (a_Meta) { case E_META_SAPLING_APPLE: { CheckHeight = 5; break; } case E_META_SAPLING_CONIFER: { CheckHeight = 7; if (IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta)) { CheckHeight = 16; LargeTree = true; } break; } case E_META_SAPLING_BIRCH: { CheckHeight = 6; break; } case E_META_SAPLING_JUNGLE: { CheckHeight = 7; if (IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta)) { CheckHeight = 13; LargeTree = true; } break; } // Acacias don't need horizontal clearance case E_META_SAPLING_ACACIA: { if (!IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta)) { return false; } CheckHeight = 7; LargeTree = true; break; } // Dark Oaks don't need horizontal clearance case E_META_SAPLING_DARK_OAK: { if (!IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta)) { return false; } CheckHeight = 7; LargeTree = true; break; } } // We should always get a valid CheckHeight ASSERT(CheckHeight != 0); // Don't grow a tree if we don't have enough space left above it in the chunk if ((a_RelY + CheckHeight) > cChunkDef::Height) { return false; } bool CanGrow = true; // Validate the neighbor blocks. They cannot be solid. BLOCKTYPE check = E_BLOCK_AIR; a_Chunk.UnboundedRelGetBlockType(a_RelX - 1, a_RelY, a_RelZ, check); CanGrow = CanGrow && cBlockInfo::IsTransparent(check); a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY, a_RelZ, check); CanGrow = CanGrow && cBlockInfo::IsTransparent(check); a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ - 1, check); CanGrow = CanGrow && cBlockInfo::IsTransparent(check); a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ + 1, check); CanGrow = CanGrow && cBlockInfo::IsTransparent(check); while (CheckHeight && CanGrow) { check = a_Chunk.GetBlock(a_RelX, a_RelY + CheckHeight, a_RelZ); CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES)); // We have to check above the neighboring saplings as well if (LargeTree) { a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY + CheckHeight, a_RelZ, check); CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES)); a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY + CheckHeight, a_RelZ + 1, check); CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES)); a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY + CheckHeight, a_RelZ + 1, check); CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES)); } --CheckHeight; } return CanGrow; } virtual int Grow(cChunk & a_Chunk, Vector3i a_RelPos, int a_NumStages = 1) const override { auto blockMeta = a_Chunk.GetMeta(a_RelPos); auto typeMeta = blockMeta & 0x07; auto growState = blockMeta >> 3; int res = 0; // Try to increase the sapling's growState: if (growState < 1) { ++growState; a_Chunk.FastSetBlock(a_RelPos, m_BlockType, static_cast(growState << 3 | typeMeta)); if (a_NumStages == 1) { // Only asked to grow one stage, which we did. Bail out. return 1; } res = 1; } // The sapling is grown, now it becomes a tree: a_Chunk.GetWorld()->GrowTreeFromSapling(a_Chunk.RelativeToAbsolute(a_RelPos)); return res + 1; } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 7; } static bool IsLargeTree(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta) { BLOCKTYPE type; NIBBLETYPE meta; bool LargeTree = true; a_Chunk.UnboundedRelGetBlock(a_RelX + 1, a_RelY, a_RelZ, type, meta); LargeTree = LargeTree && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta); a_Chunk.UnboundedRelGetBlock(a_RelX + 1, a_RelY, a_RelZ + 1, type, meta); LargeTree = LargeTree && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta); a_Chunk.UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ + 1, type, meta); LargeTree = LargeTree && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta); return LargeTree; } } ;