#pragma once #include "BlockHandler.h" #include "../FastRandom.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, static_cast(E_BLOCK_SPONGE + i + 1)); break; \ case E_BLOCK_LOG: return true; \ case E_BLOCK_NEW_LEAVES: a_Area.SetBlockType(x, y, z, static_cast(E_BLOCK_SPONGE + i + 1)); break; \ case E_BLOCK_NEW_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 { cFastRandom rand; // There is a chance to drop a sapling that varies depending on the type of leaf broken. // TODO: Take into account fortune for sapling drops. int chance; if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE)) { // Jungle leaves have a 2.5% chance of dropping a sapling. chance = rand.NextInt(40); } else { // Other leaves have a 5% chance of dropping a sapling. chance = rand.NextInt(20); } if (chance == 0) { a_Pickups.push_back( cItem( E_BLOCK_SAPLING, 1, (m_BlockType == E_BLOCK_LEAVES) ? (a_BlockMeta & 0x03) : static_cast(4 + (a_BlockMeta & 0x01)) ) ); } // 0.5 % chance of dropping an apple, if the leaves' type is Apple Leaves if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE)) { if (rand.NextInt(200) == 0) { a_Pickups.push_back(cItem(E_ITEM_RED_APPLE, 1, 0)); } } } virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_WhichNeighbor) override { // Unset 0x8 bit so this block gets checked for decay: NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); if ((Meta & 0x08) != 0) { a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x7); } } virtual void OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override { NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ); 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: int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width; int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width; cBlockArea Area; if (!Area.Read( a_Chunk.GetWorld(), BlockX - LEAVES_CHECK_DISTANCE, BlockX + LEAVES_CHECK_DISTANCE, a_RelY - LEAVES_CHECK_DISTANCE, a_RelY + LEAVES_CHECK_DISTANCE, BlockZ - LEAVES_CHECK_DISTANCE, BlockZ + LEAVES_CHECK_DISTANCE, cBlockArea::baTypes) ) { // Cannot check leaves, a chunk is missing too close return; } if (HasNearLog(Area, BlockX, a_RelY, BlockZ)) { // Wood found, the leaves stay; mark them as checked: a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta | 0x8); return; } // Decay the leaves: DropBlock(a_ChunkInterface, a_WorldInterface, a_PluginInterface, nullptr, BlockX, a_RelY, BlockZ); a_ChunkInterface.DigBlock(a_WorldInterface, BlockX, a_RelY, BlockZ); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override { UNUSED(a_Meta); return 7; } } ; 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 (size_t i = a_Area.GetBlockCount() - 1; i > 0; i--) { switch (Types[i]) { case E_BLOCK_LEAVES: case E_BLOCK_LOG: case E_BLOCK_NEW_LEAVES: case E_BLOCK_NEW_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 = std::max(a_BlockY - i, 0); y <= std::min(a_BlockY + i, 255); 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; }