a62b2b1be2
* Move item placement into item handlers + Add appropriate CanBeAt checks in cPlayer::PlaceBlocks, into which all placement handlers call. * Partly addresses #5157 * Fixes #4878 * Fixes #2919 * Fixes #4629 * Fixes #4239 * Fixes #4849 Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com> * Review fixes * Update APIDesc.lua * Rename Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
284 lines
6.9 KiB
C++
284 lines
6.9 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../BlockInfo.h"
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#include "../World.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../Blocks/BlockHandler.h"
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#include "../LineBlockTracer.h"
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#include "../Blocks/ChunkInterface.h"
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class cItemBucketHandler :
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public cItemHandler
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{
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using Super = cItemHandler;
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public:
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cItemBucketHandler(int a_ItemType):
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Super(a_ItemType)
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{
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}
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virtual bool OnItemUse(
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cWorld * a_World,
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cPlayer * a_Player,
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cBlockPluginInterface & a_PluginInterface,
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const cItem & a_HeldItem,
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const Vector3i a_ClickedBlockPos,
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eBlockFace a_ClickedBlockFace
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) override
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{
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switch (m_ItemType)
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{
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case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_HeldItem, a_ClickedBlockPos, a_ClickedBlockFace);
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case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_HeldItem, a_ClickedBlockPos, a_ClickedBlockFace, E_BLOCK_LAVA);
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case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_HeldItem, a_ClickedBlockPos, a_ClickedBlockFace, E_BLOCK_WATER);
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default:
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{
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ASSERT(!"Unhandled ItemType");
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return false;
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}
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}
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}
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bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace)
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{
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// Players can't pick up fluid while in adventure mode.
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if (a_Player->IsGameModeAdventure())
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{
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return false;
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}
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// Needs a valid clicked block:
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if (a_ClickedBlockFace != BLOCK_FACE_NONE)
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{
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return false;
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}
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Vector3i BlockPos;
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if (!GetBlockFromTrace(a_World, a_Player, BlockPos))
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{
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return false; // Nothing in range.
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}
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if (a_World->GetBlockMeta(BlockPos) != 0)
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{
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// Not a source block
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return false;
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}
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BLOCKTYPE Block = a_World->GetBlock(BlockPos);
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ENUM_ITEM_TYPE NewItemType;
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if (IsBlockWater(Block))
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{
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NewItemType = E_ITEM_WATER_BUCKET;
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}
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else if (IsBlockLava(Block))
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{
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NewItemType = E_ITEM_LAVA_BUCKET;
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}
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else
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{
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return false;
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}
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// Check to see if destination block is too far away
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// Reach Distance Multiplayer = 5 Blocks
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if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
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{
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return false;
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}
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// Remove water / lava block (unless plugins disagree):
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if (!a_Player->PlaceBlock(BlockPos, E_BLOCK_AIR, 0))
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{
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return false;
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}
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// Give new bucket, filled with fluid when the gamemode is not creative:
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->ReplaceOneEquippedItemTossRest(cItem(NewItemType));
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}
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return true;
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}
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bool PlaceFluid(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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const Vector3i a_BlockPos, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock
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)
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{
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// Players can't place fluid while in adventure mode.
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if (a_Player->IsGameModeAdventure())
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{
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return false;
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}
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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return false;
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}
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BLOCKTYPE CurrentBlockType;
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NIBBLETYPE CurrentBlockMeta;
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eBlockFace EntryFace;
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Vector3i BlockPos;
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if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlockType, CurrentBlockMeta, EntryFace))
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{
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return false;
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}
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// Check to see if destination block is too far away
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// Reach Distance Multiplayer = 5 Blocks
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if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
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{
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return false;
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}
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// Give back an empty bucket if the gamemode is not creative:
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->ReplaceOneEquippedItemTossRest(cItem(E_ITEM_BUCKET));
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}
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// Wash away anything that was there prior to placing:
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if (cFluidSimulator::CanWashAway(CurrentBlockType))
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{
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if (a_PluginInterface.CallHookPlayerBreakingBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta))
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{
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// Plugin disagrees with the washing-away
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return false;
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}
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a_World->DropBlockAsPickups(BlockPos, a_Player, nullptr);
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a_PluginInterface.CallHookPlayerBrokenBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta);
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}
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// Place the actual fluid block:
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return a_Player->PlaceBlock(BlockPos, a_FluidBlock, 0);
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}
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bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos)
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{
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class cCallbacks :
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public cBlockTracer::cCallbacks
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{
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public:
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Vector3i m_Pos;
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bool m_HasHitFluid;
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cCallbacks(void) :
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m_HasHitFluid(false)
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{
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}
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virtual bool OnNextBlock(Vector3i a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override
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{
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if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
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{
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if (a_BlockMeta != 0) // GetBlockFromTrace is called for scooping up fluids; the hit block should be a source
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{
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return false;
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}
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m_HasHitFluid = true;
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m_Pos = a_BlockPosition;
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return true;
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}
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return false;
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}
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} Callbacks;
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cLineBlockTracer Tracer(*a_World, Callbacks);
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Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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Tracer.Trace(Start, End);
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if (!Callbacks.m_HasHitFluid)
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{
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return false;
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}
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a_BlockPos = Callbacks.m_Pos;
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return true;
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}
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bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta, eBlockFace & a_BlockFace)
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{
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class cCallbacks :
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public cBlockTracer::cCallbacks
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{
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public:
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Vector3i m_Pos;
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BLOCKTYPE m_ReplacedBlockType;
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NIBBLETYPE m_ReplacedBlockMeta;
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eBlockFace m_EntryFace;
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virtual bool OnNextBlock(Vector3i a_CBBlockPos, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override
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{
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if ((a_CBBlockType != E_BLOCK_AIR) && !IsBlockLiquid(a_CBBlockType))
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{
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m_ReplacedBlockType = a_CBBlockType;
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m_ReplacedBlockMeta = a_CBBlockMeta;
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m_EntryFace = static_cast<eBlockFace>(a_CBEntryFace);
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if (!cFluidSimulator::CanWashAway(a_CBBlockType))
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{
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a_CBBlockPos = AddFaceDirection(a_CBBlockPos, a_CBEntryFace); // Was an unwashawayable block, can't overwrite it!
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}
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m_Pos = a_CBBlockPos; // (Block could be washed away, replace it)
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return true; // Abort tracing
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}
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return false;
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}
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} Callbacks;
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cLineBlockTracer Tracer(*a_World, Callbacks);
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Vector3d Start(a_Player->GetEyePosition());
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Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
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// cLineBlockTracer::Trace() returns true when whole line was traversed. By returning true from the callback when we hit something,
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// we ensure that this never happens if liquid could be placed
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// Use this to judge whether the position is valid
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if (!Tracer.Trace(Start, End))
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{
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a_BlockPos = Callbacks.m_Pos;
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a_BlockType = Callbacks.m_ReplacedBlockType;
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a_BlockMeta = Callbacks.m_ReplacedBlockMeta;
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a_BlockFace = Callbacks.m_EntryFace;
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return true;
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}
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return false;
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}
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};
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