163 lines
4.0 KiB
C++
163 lines
4.0 KiB
C++
#pragma once
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#include "Block.h"
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#include "../MersenneTwister.h"
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#include "../cWorld.h"
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#include "../BlockArea.h"
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// Leaves can be this many blocks that away (inclusive) from the log not to decay
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#define LEAVES_CHECK_DISTANCE 6
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#define PROCESS_NEIGHBOR(x,y,z) \
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switch (a_Area.GetBlockType(x, y, z)) \
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{ \
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case E_BLOCK_LEAVES: a_Area.SetBlockType(x, y, z, E_BLOCK_SPONGE + i + 1); break; \
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case E_BLOCK_LOG: return true; \
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}
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bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ);
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class cBlockLeavesHandler : public cBlockHandler
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{
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public:
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cBlockLeavesHandler(BLOCKTYPE a_BlockID)
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: cBlockHandler(a_BlockID)
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{
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}
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virtual int GetDropID() override
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{
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MTRand rand;
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if(rand.randInt(5) == 0)
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{
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return E_ITEM_SAPLING;
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}
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return E_ITEM_EMPTY;
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}
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void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z) override
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{
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cBlockHandler::OnDestroyed(a_World, a_X, a_Y, a_Z);
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//0.5% chance of dropping an apple
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
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//check if Oak (0x1 and 0x2 bit not set)
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MTRand rand;
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if(!(Meta & 3) && rand.randInt(200) == 100)
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{
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cItems Drops;
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Drops.push_back(cItem(E_ITEM_RED_APPLE, 1, 0));
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a_World->SpawnItemPickups(Drops, a_X, a_Y, a_Z);
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}
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}
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virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z) override
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{
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
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a_World->SetBlockMeta(a_X, a_Y, a_Z, Meta & 0x7); //Unset 0x8 bit so it gets checked for decay
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}
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virtual bool NeedsRandomTicks() override
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{
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return true;
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}
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virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z) override
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{
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NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z);
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if ((Meta & 0x04) != 0)
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{
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// Player-placed leaves, don't decay
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return;
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}
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if (Meta & 0x8)
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{
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// These leaves have been checked for decay lately and nothing around them changed
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return;
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}
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// Get the data around the leaves:
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cBlockArea Area;
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if (!Area.Read(
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a_World,
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a_X - LEAVES_CHECK_DISTANCE, a_X + LEAVES_CHECK_DISTANCE,
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a_Y - LEAVES_CHECK_DISTANCE, a_Y + LEAVES_CHECK_DISTANCE,
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a_Z - LEAVES_CHECK_DISTANCE, a_Z + LEAVES_CHECK_DISTANCE,
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cBlockArea::baTypes)
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)
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{
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// Cannot check leaves, a chunk is missing too close
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return;
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}
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if (HasNearLog(Area, a_X, a_Y, a_Z))
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{
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// Wood found, the leaves stay; mark them as checked:
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a_World->SetBlockMeta(a_X, a_Y, a_Z, Meta | 0x8);
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return;
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}
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// Decay the leaves:
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DropBlock(a_World, a_X, a_Y, a_Z);
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a_World->DigBlock(a_X, a_Y, a_Z);
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}
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};
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bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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// Filter the blocks into a {leaves, log, other (air)} set:
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BLOCKTYPE * Types = a_Area.GetBlockTypes();
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for (int i = a_Area.GetBlockCount() - 1; i > 0; i--)
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{
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switch (Types[i])
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{
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case E_BLOCK_LEAVES:
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case E_BLOCK_LOG:
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{
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break;
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}
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default:
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{
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Types[i] = E_BLOCK_AIR;
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break;
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}
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}
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} // for i - Types[]
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// Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block:
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// Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log in 4 iterations
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a_Area.SetBlockType(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_SPONGE);
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for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++)
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{
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for (int y = a_BlockY - i; y <= a_BlockY + i; y++)
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{
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for (int z = a_BlockZ - i; z <= a_BlockZ + i; z++)
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{
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for (int x = a_BlockX - i; x <= a_BlockX + i; x++)
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{
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if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i)
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{
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continue;
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}
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PROCESS_NEIGHBOR(x - 1, y, z);
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PROCESS_NEIGHBOR(x + 1, y, z);
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PROCESS_NEIGHBOR(x, y, z - 1);
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PROCESS_NEIGHBOR(x, y, z + 1);
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PROCESS_NEIGHBOR(x, y + 1, z);
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PROCESS_NEIGHBOR(x, y - 1, z);
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} // for x
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} // for z
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} // for y
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} // for i - BFS iterations
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return false;
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}
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