#pragma once #include "BlockHandler.h" #include "../MersenneTwister.h" #include "../World.h" #include "../BlockArea.h" // Leaves can be this many blocks that away (inclusive) from the log not to decay #define LEAVES_CHECK_DISTANCE 6 #define PROCESS_NEIGHBOR(x,y,z) \ switch (a_Area.GetBlockType(x, y, z)) \ { \ case E_BLOCK_LEAVES: a_Area.SetBlockType(x, y, z, (BLOCKTYPE)(E_BLOCK_SPONGE + i + 1)); break; \ case E_BLOCK_LOG: return true; \ } bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ); class cBlockLeavesHandler : public cBlockHandler { public: cBlockLeavesHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override { MTRand rand; // Only the first 2 bits contain the display information, the others are for growing if (rand.randInt(5) == 0) { a_Pickups.push_back(cItem(E_BLOCK_SAPLING, 1, a_BlockMeta & 3)); } if ((a_BlockMeta & 3) == E_META_SAPLING_APPLE) { if (rand.rand(100) == 0) { a_Pickups.push_back(cItem(E_ITEM_RED_APPLE, 1, 0)); } } } void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override { cBlockHandler::OnDestroyed(a_World, a_BlockX, a_BlockY, a_BlockZ); //0.5% chance of dropping an apple NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); //check if Oak (0x1 and 0x2 bit not set) MTRand rand; if(!(Meta & 3) && rand.randInt(200) == 100) { cItems Drops; Drops.push_back(cItem(E_ITEM_RED_APPLE, 1, 0)); a_World->SpawnItemPickups(Drops, a_BlockX, a_BlockY, a_BlockZ); } } virtual void OnNeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override { NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x7); // Unset 0x8 bit so it gets checked for decay } virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override { NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); if ((Meta & 0x04) != 0) { // Player-placed leaves, don't decay return; } if ((Meta & 0x8) != 0) { // These leaves have been checked for decay lately and nothing around them changed return; } // Get the data around the leaves: cBlockArea Area; if (!Area.Read( a_World, a_BlockX - LEAVES_CHECK_DISTANCE, a_BlockX + LEAVES_CHECK_DISTANCE, a_BlockY - LEAVES_CHECK_DISTANCE, a_BlockY + LEAVES_CHECK_DISTANCE, a_BlockZ - LEAVES_CHECK_DISTANCE, a_BlockZ + LEAVES_CHECK_DISTANCE, cBlockArea::baTypes) ) { // Cannot check leaves, a chunk is missing too close return; } if (HasNearLog(Area, a_BlockX, a_BlockY, a_BlockZ)) { // Wood found, the leaves stay; mark them as checked: a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta | 0x8); return; } // Decay the leaves: DropBlock(a_World, NULL, a_BlockX, a_BlockY, a_BlockZ); a_World->DigBlock(a_BlockX, a_BlockY, a_BlockZ); } virtual const char * GetStepSound(void) override { return "step.grass"; } } ; bool HasNearLog(cBlockArea & a_Area, int a_BlockX, int a_BlockY, int a_BlockZ) { // Filter the blocks into a {leaves, log, other (air)} set: BLOCKTYPE * Types = a_Area.GetBlockTypes(); for (int i = a_Area.GetBlockCount() - 1; i > 0; i--) { switch (Types[i]) { case E_BLOCK_LEAVES: case E_BLOCK_LOG: { break; } default: { Types[i] = E_BLOCK_AIR; break; } } } // for i - Types[] // Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block: // Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log in 4 iterations a_Area.SetBlockType(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_SPONGE); for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++) { for (int y = a_BlockY - i; y <= a_BlockY + i; y++) { for (int z = a_BlockZ - i; z <= a_BlockZ + i; z++) { for (int x = a_BlockX - i; x <= a_BlockX + i; x++) { if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i) { continue; } PROCESS_NEIGHBOR(x - 1, y, z); PROCESS_NEIGHBOR(x + 1, y, z); PROCESS_NEIGHBOR(x, y, z - 1); PROCESS_NEIGHBOR(x, y, z + 1); PROCESS_NEIGHBOR(x, y + 1, z); PROCESS_NEIGHBOR(x, y - 1, z); } // for x } // for z } // for y } // for i - BFS iterations return false; }