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cuberite-2a/src/Blocks/BlockStems.h
Mattes D 01b8ed5295
Pulled the BlockID and BlockInfo headers from Globals.h. (#4591)
The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change)
The BlockInfo.h file was removed from Globals.h (main change)
The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics)
The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor)
Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header.
That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified.
eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
2020-04-03 08:57:01 +02:00

172 lines
4.3 KiB
C++

#pragma once
#include "BlockPlant.h"
/** Handler for stems from which produce grows in an adjacent block (melon, pumpkin) after it becomes ripe (meta == 7).
ProduceBlockType is the blocktype for the produce to be grown.
StemPickupType is the item type for the pickup resulting from breaking the stem. */
template <BLOCKTYPE ProduceBlockType, ENUM_ITEM_TYPE StemPickupType>
class cBlockStemsHandler:
public cBlockPlant<true>
{
using super = cBlockPlant<true>;
public:
cBlockStemsHandler(BLOCKTYPE a_BlockType):
super(a_BlockType)
{
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
{
return cItem(StemPickupType, 1, 0);
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
return ((a_RelY > 0) && (a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ) == E_BLOCK_FARMLAND));
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 7;
}
virtual int Grow(cChunk & a_Chunk, Vector3i a_RelPos, int a_NumStages = 1) override
{
auto oldMeta = a_Chunk.GetMeta(a_RelPos);
auto meta = oldMeta + a_NumStages;
a_Chunk.SetBlock(a_RelPos, m_BlockType, static_cast<NIBBLETYPE>(std::min(meta, 7))); // Update the stem
if (meta > 7)
{
if (growProduce(a_Chunk, a_RelPos))
{
return 8 - oldMeta;
}
else
{
return 7 - oldMeta;
}
}
return meta - oldMeta;
}
protected:
/** Grows the final produce next to the stem at the specified pos.
Returns true if successful, false if not. */
bool growProduce(cChunk & a_Chunk, Vector3i a_StemRelPos)
{
auto & random = GetRandomProvider();
// Check if there's another produce around the stem, if so, abort:
static const Vector3i neighborOfs[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
};
bool isValid;
BLOCKTYPE blockType[4];
NIBBLETYPE blockMeta; // unused
isValid = a_Chunk.UnboundedRelGetBlock(a_StemRelPos + neighborOfs[0], blockType[0], blockMeta);
isValid = isValid && a_Chunk.UnboundedRelGetBlock(a_StemRelPos + neighborOfs[1], blockType[1], blockMeta);
isValid = isValid && a_Chunk.UnboundedRelGetBlock(a_StemRelPos + neighborOfs[2], blockType[2], blockMeta);
isValid = isValid && a_Chunk.UnboundedRelGetBlock(a_StemRelPos + neighborOfs[3], blockType[3], blockMeta);
if (
!isValid ||
(blockType[0] == ProduceBlockType) ||
(blockType[1] == ProduceBlockType) ||
(blockType[2] == ProduceBlockType) ||
(blockType[3] == ProduceBlockType)
)
{
// Neighbors not valid or already taken by the same produce
return false;
}
// Pick a direction in which to place the produce:
int x = 0, z = 0;
int checkType = random.RandInt(3); // The index to the neighbors array which should be checked for emptiness
switch (checkType)
{
case 0: x = 1; break;
case 1: x = -1; break;
case 2: z = 1; break;
case 3: z = -1; break;
}
// Check that the block in that direction is empty:
switch (blockType[checkType])
{
case E_BLOCK_AIR:
case E_BLOCK_SNOW:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_DEAD_BUSH:
{
break;
}
default: return false;
}
// Check if there's soil under the neighbor. We already know the neighbors are valid. Place produce if ok
BLOCKTYPE soilType;
auto produceRelPos = a_StemRelPos + Vector3i(x, 0, z);
VERIFY(a_Chunk.UnboundedRelGetBlock(produceRelPos.addedY(-1), soilType, blockMeta));
switch (soilType)
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
case E_BLOCK_FARMLAND:
{
// Place a randomly-facing produce:
NIBBLETYPE meta = (ProduceBlockType == E_BLOCK_MELON) ? 0 : static_cast<NIBBLETYPE>(random.RandInt(4) % 4);
auto produceAbsPos = a_Chunk.RelativeToAbsolute(produceRelPos);
FLOGD("Growing melon / pumpkin at {0} (<{1}, {2}> from stem), overwriting {3}, growing on top of {4}, meta {5}",
produceAbsPos,
x, z,
ItemTypeToString(blockType[checkType]),
ItemTypeToString(soilType),
meta
);
a_Chunk.GetWorld()->SetBlock(produceAbsPos, ProduceBlockType, meta);
return true;
}
}
return false;
}
} ;
using cBlockMelonStemHandler = cBlockStemsHandler<E_BLOCK_MELON, E_ITEM_MELON_SEEDS>;
using cBlockPumpkinStemHandler = cBlockStemsHandler<E_BLOCK_PUMPKIN, E_ITEM_PUMPKIN_SEEDS>;