142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
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// BlockFarmland.h
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// Declares the cBlcokFarmlandHandler representing the block handler for farmland
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#pragma once
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#include "BlockHandler.h"
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#include "../BlockArea.h"
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class cBlockFarmlandHandler :
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public cBlockHandler
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{
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public:
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cBlockFarmlandHandler(BLOCKTYPE a_BlockType) :
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cBlockHandler(a_BlockType)
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{
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}
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virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
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{
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NIBBLETYPE BlockMeta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
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if (IsWaterInNear(a_Chunk, a_RelX, a_RelY, a_RelZ))
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{
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// Water was found, set block meta to 7
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, 7);
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return;
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}
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// Water wasn't found, de-hydrate block:
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if (BlockMeta > 0)
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{
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a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, --BlockMeta);
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return;
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}
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// Farmland too dry. If nothing is growing on top, turn back to dirt:
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BLOCKTYPE UpperBlock = (a_RelY >= cChunkDef::Height - 1) ? static_cast<BLOCKTYPE>(E_BLOCK_AIR) : a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ);
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switch (UpperBlock)
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{
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case E_BLOCK_CROPS:
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case E_BLOCK_POTATOES:
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case E_BLOCK_CARROTS:
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case E_BLOCK_MELON_STEM:
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case E_BLOCK_PUMPKIN_STEM:
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{
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// Produce on top, don't revert
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break;
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}
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default:
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{
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a_Chunk.SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0);
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break;
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}
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}
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}
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virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_WhichNeighbor) override
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{
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// Don't care about any neighbor but the one above us (fix recursion loop in #2213):
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if (a_WhichNeighbor != BLOCK_FACE_YP)
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{
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return;
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}
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// Don't care about anything if we're at the top of the world:
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if (a_BlockY >= cChunkDef::Height)
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{
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return;
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}
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// Check whether we should revert to dirt:
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BLOCKTYPE UpperBlock = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
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if (cBlockInfo::FullyOccupiesVoxel(UpperBlock))
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{
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a_ChunkInterface.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
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}
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}
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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a_Pickups.Add(E_BLOCK_DIRT, 1, 0); // Reset meta
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}
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bool IsWaterInNear(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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{
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if (a_Chunk.GetWorld()->IsWeatherWetAt(a_RelX, a_RelZ))
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{
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// Rain hydrates farmland, too, except in Desert biomes.
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return true;
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}
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// Search for water in a close proximity:
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// Ref.: http://minecraft.gamepedia.com/Farmland#Hydrated_Farmland_Tiles
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// TODO: Rewrite this to use the chunk and its neighbors directly
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cBlockArea Area;
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int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
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if (!Area.Read(a_Chunk.GetWorld(), BlockX - 4, BlockX + 4, a_RelY, a_RelY + 1, BlockZ - 4, BlockZ + 4))
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{
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// Too close to the world edge, cannot check surroundings
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return false;
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}
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size_t NumBlocks = Area.GetBlockCount();
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BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
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for (size_t i = 0; i < NumBlocks; i++)
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{
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if (IsBlockWater(BlockTypes[i]))
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{
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return true;
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}
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} // for i - BlockTypes[]
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return false;
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}
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virtual bool CanSustainPlant(BLOCKTYPE a_Plant) override
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{
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return (
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(a_Plant == E_BLOCK_CROPS) ||
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(a_Plant == E_BLOCK_CARROTS) ||
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(a_Plant == E_BLOCK_POTATOES) ||
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(a_Plant == E_BLOCK_MELON_STEM) ||
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(a_Plant == E_BLOCK_PUMPKIN_STEM)
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);
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}
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} ;
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