178 lines
4.1 KiB
C++
178 lines
4.1 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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#include "../FastRandom.h"
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#include "../Root.h"
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#include "../Bindings/PluginManager.h"
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class cBlockGrassHandler :
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public cBlockHandler
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{
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using super = cBlockHandler;
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enum class Survivability
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{
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// Light level so good that the grass can try to spread to neighbours
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CanSpread,
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// Stay put, light is enough to live on but not propagate
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DoNothing,
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// Insufficient light, death is upon us
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DieInDarkness
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};
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public:
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cBlockGrassHandler(BLOCKTYPE a_BlockType):
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super(a_BlockType)
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{
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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if (!ToolHasSilkTouch(a_Tool))
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{
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return cItem(E_BLOCK_DIRT, 1, 0);
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}
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return cItem(E_BLOCK_GRASS, 1, 0);
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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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) override
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{
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if (!a_Chunk.GetWorld()->IsChunkLighted(a_Chunk.GetPosX(), a_Chunk.GetPosZ()))
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{
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a_Chunk.GetWorld()->QueueLightChunk(a_Chunk.GetPosX(), a_Chunk.GetPosZ());
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return;
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}
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switch (cBlockGrassHandler::DetermineSurvivability(a_Chunk, a_RelPos))
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{
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case Survivability::CanSpread: break;
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case Survivability::DoNothing: return;
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case Survivability::DieInDarkness:
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{
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a_Chunk.FastSetBlock(a_RelPos, E_BLOCK_DIRT, E_META_DIRT_NORMAL);
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return;
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}
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}
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// Grass spreads to adjacent dirt blocks:
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for (unsigned i = 0; i < 2; i++) // Pick two blocks to grow to
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{
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auto & Random = GetRandomProvider();
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int OfsX = Random.RandInt(-1, 1);
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int OfsY = Random.RandInt(-3, 1);
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int OfsZ = Random.RandInt(-1, 1);
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cBlockGrassHandler::TrySpreadTo(a_Chunk, a_RelPos + Vector3i(OfsX, OfsY, OfsZ));
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} // for i - repeat twice
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 1;
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}
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private:
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/** Check if conditions are favourable to a grass block at the given position.
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If they are not, the grass dies and is turned to dirt.
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Returns whether conditions are so good that the grass can try to spread to neighbours. */
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static Survivability DetermineSurvivability(cChunk & a_Chunk, const Vector3i a_RelPos)
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{
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const auto AbovePos = a_RelPos.addedY(1);
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if (!cChunkDef::IsValidHeight(AbovePos.y))
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{
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return Survivability::CanSpread;
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}
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// Grass turns back to dirt when the block Above it is not transparent or water.
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// It does not turn to dirt when a snow layer is Above.
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const auto Above = a_Chunk.GetBlock(AbovePos);
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if (
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(Above != E_BLOCK_SNOW) &&
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(!cBlockInfo::IsTransparent(Above) || IsBlockWater(Above)))
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{
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return Survivability::DieInDarkness;
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}
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// Make sure that there is enough light at the source block to spread
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const auto Light = std::max(a_Chunk.GetBlockLight(AbovePos), a_Chunk.GetSkyLightAltered(AbovePos));
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return (Light >= 9) ? Survivability::CanSpread : Survivability::DoNothing;
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}
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/** Attempt to spread grass to a block at the given position. */
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static void TrySpreadTo(cChunk & a_Chunk, Vector3i a_RelPos)
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{
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if (!cChunkDef::IsValidHeight(a_RelPos.y))
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{
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// Y Coord out of range
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return;
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}
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auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_RelPos);
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if (Chunk == nullptr)
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{
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// Unloaded chunk
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return;
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}
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BLOCKTYPE DestBlock;
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NIBBLETYPE DestMeta;
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Chunk->GetBlockTypeMeta(a_RelPos, DestBlock, DestMeta);
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if ((DestBlock != E_BLOCK_DIRT) || (DestMeta != E_META_DIRT_NORMAL))
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{
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// Not a regular dirt block
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return;
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}
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const auto AbovePos = a_RelPos.addedY(1);
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const auto Above = Chunk->GetBlock(AbovePos);
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const auto Light = std::max(Chunk->GetBlockLight(AbovePos), Chunk->GetSkyLightAltered(AbovePos));
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if (
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(Light > 4) &&
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cBlockInfo::IsTransparent(Above) &&
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!IsBlockLava(Above) &&
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!IsBlockWaterOrIce(Above)
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)
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{
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const auto AbsPos = Chunk->RelativeToAbsolute(a_RelPos);
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if (!cRoot::Get()->GetPluginManager()->CallHookBlockSpread(*Chunk->GetWorld(), AbsPos.x, AbsPos.y, AbsPos.z, ssGrassSpread))
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{
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Chunk->FastSetBlock(a_RelPos, E_BLOCK_GRASS, 0);
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}
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}
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}
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} ;
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