a9031b6bae
* Fix cmake not adding Werror on clang, and _lots_ of warnings * WIP: Build fixes * Cannot make intermediate blockhandler instance * Tiger's changes * Fix BitIndex check * Handle invalid NextState values in cMultiVersionProtocol Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
245 lines
6.4 KiB
C++
245 lines
6.4 KiB
C++
#pragma once
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#include "BlockHandler.h"
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#include "../FastRandom.h"
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#include "../BlockArea.h"
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// Leaves can be this many blocks that away (inclusive) from the log not to decay
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#define LEAVES_CHECK_DISTANCE 6
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class cBlockLeavesHandler final :
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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using Super::Super;
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private:
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static double FortuneDropProbability(unsigned char a_DefaultDenominator, unsigned char a_FirstDenominatorReduction, unsigned char a_FortuneLevel)
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{
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// Fortune 3 behaves like fortune 4 for some reason
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if (a_FortuneLevel == 3)
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{
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a_FortuneLevel++;
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}
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// Denominator, capped at minimum of 10.
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const auto Denominator = std::max<unsigned char>(10, a_DefaultDenominator - a_FortuneLevel * a_FirstDenominatorReduction);
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return 1.0 / Denominator;
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}
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/** Returns true if the area contains a continous path from the specified block to a log block entirely made out of leaves blocks. */
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static bool HasNearLog(cBlockArea & a_Area, const Vector3i a_BlockPos)
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{
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// Filter the blocks into a {leaves, log, other (air)} set:
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auto * Types = a_Area.GetBlockTypes();
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for (size_t i = a_Area.GetBlockCount() - 1; i > 0; i--)
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{
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switch (Types[i])
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{
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case E_BLOCK_LEAVES:
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case E_BLOCK_LOG:
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case E_BLOCK_NEW_LEAVES:
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case E_BLOCK_NEW_LOG:
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{
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break;
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}
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default:
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{
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Types[i] = E_BLOCK_AIR;
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break;
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}
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}
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} // for i - Types[]
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// Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block:
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// Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log
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a_Area.SetBlockType(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_SPONGE);
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for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++)
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{
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auto ProcessNeighbor = [&a_Area, i](int cbx, int cby, int cbz) -> bool
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{
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switch (a_Area.GetBlockType(cbx, cby, cbz))
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{
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case E_BLOCK_LEAVES: a_Area.SetBlockType(cbx, cby, cbz, static_cast<BLOCKTYPE>(E_BLOCK_SPONGE + i + 1)); break;
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case E_BLOCK_LOG: return true;
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case E_BLOCK_NEW_LEAVES: a_Area.SetBlockType(cbx, cby, cbz, static_cast<BLOCKTYPE>(E_BLOCK_SPONGE + i + 1)); break;
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case E_BLOCK_NEW_LOG: return true;
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}
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return false;
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};
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for (int y = std::max(a_BlockPos.y - i, 0); y <= std::min(a_BlockPos.y + i, cChunkDef::Height - 1); y++)
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{
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for (int z = a_BlockPos.z - i; z <= a_BlockPos.z + i; z++)
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{
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for (int x = a_BlockPos.x - i; x <= a_BlockPos.x + i; x++)
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{
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if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i)
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{
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continue;
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}
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if (
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ProcessNeighbor(x - 1, y, z) ||
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ProcessNeighbor(x + 1, y, z) ||
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ProcessNeighbor(x, y, z - 1) ||
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ProcessNeighbor(x, y, z + 1) ||
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ProcessNeighbor(x, y + 1, z) ||
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ProcessNeighbor(x, y - 1, z)
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)
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{
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return true;
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}
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} // for x
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} // for z
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} // for y
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} // for i - BFS iterations
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return false;
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const override
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{
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// If breaking with shears, drop self:
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if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS))
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{
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return cItem(m_BlockType, 1, a_BlockMeta & 0x03);
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}
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// There is a chance to drop a sapling that varies depending on the type of leaf broken.
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// Note: It is possible (though very rare) for a single leaves block to drop both a sapling and an apple
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double DropProbability;
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const auto FortuneLevel = ToolFortuneLevel(a_Tool);
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auto & Random = GetRandomProvider();
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cItems Res;
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if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE))
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{
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// Jungle leaves have a 2.5% default chance of dropping a sapling.
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DropProbability = FortuneDropProbability(40, 4, FortuneLevel);
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}
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else
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{
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// Other leaves have a 5% default chance of dropping a sapling.
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DropProbability = FortuneDropProbability(20, 4, FortuneLevel);
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}
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if (Random.RandBool(DropProbability))
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{
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Res.Add(
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E_BLOCK_SAPLING,
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1,
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(m_BlockType == E_BLOCK_LEAVES) ? (a_BlockMeta & 0x03) : static_cast<short>(4 + (a_BlockMeta & 0x01))
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);
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}
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// 0.5 % chance of dropping an apple, increased by fortune, if the leaves' type is Apple Leaves
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if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE))
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{
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DropProbability = FortuneDropProbability(200, 20, FortuneLevel);
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if (Random.RandBool(DropProbability))
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{
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Res.Add(E_ITEM_RED_APPLE);
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}
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}
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// 2% chance of dropping sticks (yuck) in 1.14
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DropProbability = FortuneDropProbability(50, 5, FortuneLevel);
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if (Random.RandBool(DropProbability))
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{
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// 1 or 2 sticks are dropped on success:
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Res.Add(E_ITEM_STICK, Random.RandInt<char>(1, 2));
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}
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return Res;
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}
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virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const override
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{
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auto meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
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// Set bit 0x08, so this block gets checked for decay:
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if ((meta & 0x08) == 0)
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{
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a_ChunkInterface.SetBlockMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, meta | 0x8);
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}
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}
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virtual void OnUpdate(
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cChunkInterface & a_ChunkInterface,
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cWorldInterface & a_WorldInterface,
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cBlockPluginInterface & a_PluginInterface,
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cChunk & a_Chunk,
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const Vector3i a_RelPos
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) const override
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{
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auto Meta = a_Chunk.GetMeta(a_RelPos);
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if ((Meta & 0x04) != 0)
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{
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// Player-placed leaves, don't decay
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return;
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}
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if ((Meta & 0x08) == 0)
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{
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// These leaves have been checked for decay lately and nothing around them changed
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return;
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}
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// Get the data around the leaves:
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auto worldPos = a_Chunk.RelativeToAbsolute(a_RelPos);
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cBlockArea Area;
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if (!Area.Read(
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*a_Chunk.GetWorld(),
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worldPos - Vector3i(LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE),
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worldPos + Vector3i(LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE),
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cBlockArea::baTypes)
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)
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{
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// Cannot check leaves, a chunk is missing too close
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return;
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}
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if (HasNearLog(Area, worldPos))
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{
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// Wood found, the leaves stay; unset the check bit
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a_Chunk.SetMeta(a_RelPos, Meta ^ 0x08);
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return;
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}
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// Decay the leaves:
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a_ChunkInterface.DropBlockAsPickups(worldPos);
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_Meta);
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return 7;
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}
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} ;
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