#pragma once #include "ItemHandler.h" #include "../World.h" #include "../Entities/Player.h" #include "../Blocks/BlockCocoaPod.h" class cItemDyeHandler : public cItemHandler { using Super = cItemHandler; public: cItemDyeHandler(int a_ItemType): Super(a_ItemType) { } virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_HeldItem, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace ) override { if ((a_HeldItem.m_ItemDamage == E_META_DYE_WHITE) && (a_ClickedBlockFace != BLOCK_FACE_NONE)) { // Bonemeal (white dye) is used to fertilize plants: if (FertilizePlant(*a_World, a_ClickedBlockPos)) { if (a_Player->IsGameModeSurvival()) { a_Player->GetInventory().RemoveOneEquippedItem(); return true; } } } else if ((a_HeldItem.m_ItemDamage == E_META_DYE_BROWN) && (a_ClickedBlockFace >= BLOCK_FACE_ZM) && (a_ClickedBlockFace <= BLOCK_FACE_XP)) { // Players can't place blocks while in adventure mode. if (a_Player->IsGameModeAdventure()) { return false; } // Cocoa (brown dye) can be planted on jungle logs: BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; a_World->GetBlockTypeMeta(a_ClickedBlockPos, BlockType, BlockMeta); // Check if the block that the player clicked is a jungle log. if ((BlockType != E_BLOCK_LOG) || ((BlockMeta & 0x03) != E_META_LOG_JUNGLE)) { return false; } // Get the location from the new cocoa pod. auto CocoaPos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace, false); BlockMeta = cBlockCocoaPodHandler::BlockFaceToMeta(a_ClickedBlockFace); // Place the cocoa pod: if (a_World->GetBlock(CocoaPos) != E_BLOCK_AIR) { return false; } if (a_Player->PlaceBlock(CocoaPos, E_BLOCK_COCOA_POD, BlockMeta)) { if (a_Player->IsGameModeSurvival()) { a_Player->GetInventory().RemoveOneEquippedItem(); } return true; } } return false; } /** Attempts to use the bonemeal on the plant at the specified (absolute) position. The effect of fertilization depends on the plant: https://minecraft.gamepedia.com/Bone_Meal#Fertilizer - grow a few stages - grow 1 stage with a chance - drop pickups without destroying the plant - grow more plants in the vicinity If fertilized succesfully, spawn appropriate particle effects, too. Returns true if the plant was fertilized successfully, false if not / not a plant. Note that successful fertilization doesn't mean successful growth - for blocks that have only a chance to grow, fertilization success is reported even in the case when the chance fails (bonemeal still needs to be consumed). */ static bool FertilizePlant(cWorld & a_World, Vector3i a_BlockPos) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_World.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta)) { return false; } switch (BlockType) { case E_BLOCK_WHEAT: case E_BLOCK_CARROTS: case E_BLOCK_POTATOES: case E_BLOCK_MELON_STEM: case E_BLOCK_PUMPKIN_STEM: { // Grow by 2 - 5 stages: auto NumStages = GetRandomProvider().RandInt(2, 5); if (a_World.GrowPlantAt(a_BlockPos, NumStages) <= 0) { return false; } a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0); return true; } // case wheat, carrots, potatoes, melon stem, pumpkin stem case E_BLOCK_BEETROOTS: { if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0) { // Fix GH #4805 (bonemeal should only advance growth, not spawn produce): return false; } a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0); // 75% chance of 1-stage growth: if (!GetRandomProvider().RandBool(0.75)) { // Hit the 25%, rollback: a_World.GrowPlantAt(a_BlockPos, -1); } return true; } // case beetroots case E_BLOCK_SAPLING: { // 45% chance of growing to the next stage / full tree: if (GetRandomProvider().RandBool(0.45)) { a_World.GrowPlantAt(a_BlockPos, 1); } a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0); return true; } // case sapling case E_BLOCK_BIG_FLOWER: { // Drop the corresponding flower item without destroying the block: cItems Pickups; switch (BlockMeta) { case E_META_BIG_FLOWER_SUNFLOWER: Pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_SUNFLOWER); break; case E_META_BIG_FLOWER_LILAC: Pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_LILAC); break; case E_META_BIG_FLOWER_ROSE_BUSH: Pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_ROSE_BUSH); break; case E_META_BIG_FLOWER_PEONY: Pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_PEONY); break; } // TODO: Should we call any hook for this? a_World.SpawnItemPickups(Pickups, a_BlockPos); return true; } // big flower case E_BLOCK_TALL_GRASS: case E_BLOCK_COCOA_POD: { // Always try to grow 1 stage: if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0) { return false; } a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0); return true; } // case tall grass case E_BLOCK_RED_MUSHROOM: case E_BLOCK_BROWN_MUSHROOM: { // 40% chance of growing into a large mushroom: if (GetRandomProvider().RandBool(0.6)) { return false; } if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0) { return false; } a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0); return true; } // case red or brown mushroom case E_BLOCK_GRASS: { GrowPlantsAround(a_World, a_BlockPos); return true; } // TODO: case E_BLOCK_SWEET_BERRY_BUSH: // TODO: case E_BLOCK_SEA_PICKLE: // TODO: case E_BLOCK_KELP: // TODO: case E_BLOCK_BAMBOO: } // switch (blockType) return false; } /** Grows new plants around the specified block. Places up to 40 new plants, with the following probability: - 0 up to 8 big grass (2-block tall grass) - 8 up tp 24 tall grass (1-block tall grass) - 0 up to 8 flowers (biome dependent variants) The new plants are spawned within 7 taxicab distance of a_Position, on a grass block. Broadcasts a particle for each new spawned plant. */ static void GrowPlantsAround(cWorld & a_World, const Vector3i a_Position) { auto & Random = GetRandomProvider(); auto DoubleGrassCount = Random.RandInt(8U); auto GrassCount = Random.RandInt(8U, 24U); auto FlowerCount = Random.RandInt(8U); // Do a round-robin placement: while ((DoubleGrassCount > 0) || (GrassCount > 0) || (FlowerCount > 0)) { // place the big grass: if (DoubleGrassCount != 0) { FindAdjacentGrassAnd<&GrowDoubleTallGrass>(a_World, a_Position); DoubleGrassCount--; } // place the tall grass: if (GrassCount != 0) { FindAdjacentGrassAnd<&GrowTallGrass>(a_World, a_Position); GrassCount--; } // place the flowers if (FlowerCount != 0) { FindAdjacentGrassAnd<&GrowFlower>(a_World, a_Position); FlowerCount--; } } } static void GrowDoubleTallGrass(cWorld & a_World, const Vector3i a_Position) { a_World.SetBlock(a_Position, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_DOUBLE_TALL_GRASS); a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_Position, 0); const auto Above = a_Position.addedY(1); a_World.SetBlock(Above, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_DOUBLE_TALL_GRASS | E_META_BIG_FLOWER_TOP); a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, Above, 0); } static void GrowTallGrass(cWorld & a_World, const Vector3i a_Position) { a_World.SetBlock(a_Position, E_BLOCK_TALL_GRASS, E_META_TALL_GRASS_GRASS); a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_Position, 0); } /** Grows a biome-dependent flower according to https://minecraft.gamepedia.com/Flower#Flower_biomes */ static void GrowFlower(cWorld & a_World, const Vector3i a_Position) { auto & Random = GetRandomProvider(); switch (a_World.GetBiomeAt(a_Position.x, a_Position.z)) { case biPlains: case biSunflowerPlains: { switch (Random.RandInt(8)) { case 0: a_World.SetBlock(a_Position, E_BLOCK_DANDELION, 0); break; case 1: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_POPPY); break; case 2: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ALLIUM); break; case 3: a_World.SetBlock(a_Position, E_BLOCK_RED_ROSE, 0); break; // was renamed to Azure Bluet later case 4: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_RED_TULIP); break; case 5: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_PINK_TULIP); break; case 6: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_WHITE_TULIP); break; case 7: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ORANGE_TULIP); break; case 8: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_OXEYE_DAISY); break; // TODO: Add cornflower } break; } case biSwampland: case biSwamplandM: { a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_BLUE_ORCHID); break; } case biFlowerForest: { switch (Random.RandInt(8)) { case 0: a_World.SetBlock(a_Position, E_BLOCK_DANDELION, 0); break; case 1: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_POPPY); break; case 2: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ALLIUM); break; case 3: a_World.SetBlock(a_Position, E_BLOCK_RED_ROSE, 0); break; // was renamed to Azure Bluet later case 4: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_RED_TULIP); break; case 5: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_PINK_TULIP); break; case 6: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_WHITE_TULIP); break; case 7: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ORANGE_TULIP); break; case 8: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_OXEYE_DAISY); break; // TODO: Add cornflower, lily of the valley } break; } case biMesa: case biMesaBryce: case biMesaPlateau: case biMesaPlateauF: case biMesaPlateauM: case biMesaPlateauFM: case biMushroomIsland: case biMushroomShore: case biNether: case biEnd: { break; } default: { switch (Random.RandInt(1)) { case 0: a_World.SetBlock(a_Position, E_BLOCK_DANDELION, 0); break; case 1: a_World.SetBlock(a_Position, E_BLOCK_RED_ROSE, 0); break; } break; } } } /** Walks adjacent grass blocks up to 7 taxicab distance away from a_Position and calls the Planter function on the first suitable one found. Does nothing if no position suitable for growing was found. */ template static void FindAdjacentGrassAnd(cWorld & a_World, const Vector3i a_Position) { auto & Random = GetRandomProvider(); auto Position = a_Position; // Maximum 7 taxicab distance away from centre: for ( int Tries = 0; Tries != 8; Tries++, // Get the adjacent block to visit this iteration: Position += Vector3i( Random.RandInt(-1, 1), Random.RandInt(-1, 1) * (Random.RandInt(2) / 2), // Y offset, with discouragement to values that aren't zero Random.RandInt(-1, 1) ) ) { if ( !cChunkDef::IsValidHeight(Position.y) || (a_World.GetBlock(Position) != E_BLOCK_GRASS) // Are we looking at grass? ) { // Not grass or invalid height, restart random walk and bail: Position = a_Position; continue; } if (Planter == GrowDoubleTallGrass) { const auto TwoAbove = Position.addedY(2); if ((TwoAbove.y >= cChunkDef::Height) || (a_World.GetBlock(TwoAbove) != E_BLOCK_AIR)) { // Insufficient space for tall grass: continue; } } const auto PlantBase = Position.addedY(1); if ((PlantBase.y >= cChunkDef::Height) || (a_World.GetBlock(PlantBase) != E_BLOCK_AIR)) { // Insufficient space: continue; } Planter(a_World, PlantBase); return; } } } ;