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cuberite-2a/src/Blocks/BlockSapling.h

244 lines
6.0 KiB
C++

#pragma once
#include "BlockHandler.h"
#include "../FastRandom.h"
class cBlockSaplingHandler :
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * 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(cChunkInterface & a_ChunkInterface, const Vector3i a_RelPos, const cChunk & a_Chunk) const override
{
return (a_RelPos.y > 0) && IsBlockTypeOfDirt(a_Chunk.GetBlock(a_RelPos.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<NIBBLETYPE>(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;
}
} ;