93adbdce9a
* TNT: Implement tracing algorithm + Add intensity tracing * Fix iterating over all players to SendExplosion, even those not in range * Implemented TNT entity interaction * Fixed misaligned destruction tracing * Finalise TNT algorithm - Remove BlockArea and just use chunks Using SetBlock makes it so that we can update everything properly, and does appear to be faster. * BlockInfo learns about explosion attentuation * Rename Explodinator parameters * TNT: pull block destruction into common function Co-authored-by: Alexander Harkness <me@bearbin.net>
178 lines
5.1 KiB
C++
178 lines
5.1 KiB
C++
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#pragma once
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// fwd:
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class cBlockHandler;
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// tolua_begin
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class cBlockInfo
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{
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public:
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// tolua_end
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/** The block type associated with this cBlockInfo. Needed for DeprecatedBindings.cpp */
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BLOCKTYPE m_BlockType;
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/** Returns the associated BlockInfo structure for the specified block type.
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This accessor makes sure that the cBlockInfo structures are properly initialized exactly once.
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It does so by using the C++ singleton approximation - storing the actual singleton as the function's static variable. */
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inline static const cBlockInfo & Get(BLOCKTYPE a_Type);
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// tolua_begin
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inline static NIBBLETYPE GetLightValue (BLOCKTYPE a_Type) { return Get(a_Type).m_LightValue; }
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inline static NIBBLETYPE GetSpreadLightFalloff(BLOCKTYPE a_Type) { return Get(a_Type).m_SpreadLightFalloff; }
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inline static bool IsTransparent (BLOCKTYPE a_Type) { return Get(a_Type).m_Transparent; }
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inline static bool IsOneHitDig (BLOCKTYPE a_Type) { return Get(a_Type).m_OneHitDig; }
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inline static bool IsPistonBreakable (BLOCKTYPE a_Type) { return Get(a_Type).m_PistonBreakable; }
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inline static bool IsRainBlocker (BLOCKTYPE a_Type) { return Get(a_Type).m_IsRainBlocker; }
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inline static bool IsSkylightDispersant (BLOCKTYPE a_Type)
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{
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return ((Get(a_Type).m_IsSkylightDispersant) || (Get(a_Type).m_SpreadLightFalloff > 1));
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}
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static bool IsSnowable(BLOCKTYPE a_Type);
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inline static bool IsSolid (BLOCKTYPE a_Type) { return Get(a_Type).m_IsSolid; }
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inline static bool IsUseableBySpectator (BLOCKTYPE a_Type) { return Get(a_Type).m_UseableBySpectator; }
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inline static bool FullyOccupiesVoxel (BLOCKTYPE a_Type) { return Get(a_Type).m_FullyOccupiesVoxel; }
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inline static bool CanBeTerraformed (BLOCKTYPE a_Type) { return Get(a_Type).m_CanBeTerraformed; }
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inline static float GetBlockHeight (BLOCKTYPE a_Type) { return Get(a_Type).m_BlockHeight; }
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inline static float GetHardness (BLOCKTYPE a_Type) { return Get(a_Type).m_Hardness; }
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// tolua_end
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/** Returns how much of an explosion Destruction Lazor's (tm) intensity the given block attenuates.
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See Physics\Explodinator.cpp for details of explosion block destruction. */
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static float GetExplosionAbsorption(BLOCKTYPE Block);
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inline static cBlockHandler * GetHandler (BLOCKTYPE a_Type) { return Get(a_Type).m_Handler.get(); }
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/** Creates a default BlockInfo structure, initializes all values to their defaults */
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cBlockInfo();
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private:
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/** Storage for all the BlockInfo structures. */
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class cBlockInfoArray;
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/** How much light do the blocks emit on their own? */
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NIBBLETYPE m_LightValue;
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/** How much light do the blocks consume? */
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NIBBLETYPE m_SpreadLightFalloff;
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/** Is a block transparent? (https://minecraft.gamepedia.com/Opacity) */
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bool m_Transparent;
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/** Is a block destroyed after a single hit? */
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bool m_OneHitDig;
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/** Can a piston break this block? */
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bool m_PistonBreakable;
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/** Does this block block the passage of rain? */
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bool m_IsRainBlocker;
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/** Does this block disperse sky light? (only relevant for transparent blocks) */
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bool m_IsSkylightDispersant;
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/** Is this block solid (player cannot walk through)? */
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bool m_IsSolid;
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/** Can a spectator interact with this block */
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bool m_UseableBySpectator;
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/** Does this block fully occupy its voxel - is it a 'full' block? */
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bool m_FullyOccupiesVoxel;
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/** Can a finisher change it? */
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bool m_CanBeTerraformed;
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/** Block height */
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float m_BlockHeight;
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/** Block's hardness. The greater the value the longer the player needs to break the block. */
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float m_Hardness;
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/** Custom deleter allows cBlockHandler to be an incomplete type. */
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struct sHandlerDeleter
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{
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void operator () (cBlockHandler * a_Handler);
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};
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/** Associated block handler. */
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std::unique_ptr<cBlockHandler, sHandlerDeleter> m_Handler;
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}; // tolua_export
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bool IsBlockWater(BLOCKTYPE a_BlockType);
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bool IsBlockIce(BLOCKTYPE a_BlockType);
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bool IsBlockWaterOrIce(BLOCKTYPE a_BlockType);
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bool IsBlockLava(BLOCKTYPE a_BlockType);
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bool IsBlockLiquid(BLOCKTYPE a_BlockType);
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bool IsBlockRail(BLOCKTYPE a_BlockType);
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bool IsBlockTypeOfDirt(BLOCKTYPE a_BlockType);
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bool IsBlockFence(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialWood(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialPlants(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialVine(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialIron(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialLeaves(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialGourd(BLOCKTYPE a_BlockType);
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bool IsBlockMaterialRock(BLOCKTYPE a_BlockType);
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class cBlockInfo::cBlockInfoArray:
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public std::array<cBlockInfo, 256>
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{
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public:
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/** Initializes the contained BlockInfo structures with block-specific values. */
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cBlockInfoArray();
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};
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inline const cBlockInfo & cBlockInfo::Get(BLOCKTYPE a_Type)
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{
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static const cBlockInfoArray ms_Info;
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return ms_Info[a_Type];
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}
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// Shortcut to get the blockhandler for a specific block
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inline cBlockHandler * BlockHandler(BLOCKTYPE a_BlockType)
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{
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return cBlockInfo::GetHandler(a_BlockType);
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}
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