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cuberite-2a/src/Blocks/BlockSugarcane.h

106 lines
2.2 KiB
C++

#pragma once
#include "BlockPlant.h"
class cBlockSugarcaneHandler :
public cBlockPlant
{
typedef cBlockPlant Super;
public:
cBlockSugarcaneHandler(BLOCKTYPE a_BlockType)
: Super(a_BlockType, false)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.push_back(cItem(E_ITEM_SUGARCANE, 1, 0));
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
if (a_RelY <= 0)
{
return false;
}
switch (a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ))
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
case E_BLOCK_FARMLAND:
case E_BLOCK_SAND:
{
static const struct
{
int x, z;
} Coords[] =
{
{-1, 0},
{ 1, 0},
{ 0, -1},
{ 0, 1},
} ;
a_RelY -= 1;
for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_Chunk.UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
{
// Too close to the edge, cannot simulate
return true;
}
if (IsBlockWater(BlockType))
{
return true;
}
} // for i - Coords[]
// Not directly neighboring a water block
return false;
}
case E_BLOCK_SUGARCANE:
{
return true;
}
}
return false;
}
virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
if (CanGrow(a_Chunk, a_RelX, a_RelY, a_RelZ) == paGrowth)
{
a_Chunk.GetWorld()->GrowSugarcane(a_RelX + a_Chunk.GetPosX() * cChunkDef::Width, a_RelY, a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width, 1);
}
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 7;
}
protected:
virtual PlantAction CanGrow(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
auto Action = paStay;
if (((a_RelY + 1) < cChunkDef::Height) && (a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ) == E_BLOCK_AIR))
{
Action = Super::CanGrow(a_Chunk, a_RelX, a_RelY, a_RelZ);
}
return Action;
}
} ;