mcserver/source/BlockEntities/HopperEntity.cpp

524 lines
13 KiB
C++

// HopperEntity.cpp
// Implements the cHopperEntity representing a hopper block entity
#include "Globals.h"
#include "HopperEntity.h"
#include "../Chunk.h"
#include "../Player.h"
#include "ChestEntity.h"
#include "DropSpenserEntity.h"
#include "FurnaceEntity.h"
cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, NULL),
m_LastMoveItemsInTick(0),
m_LastMoveItemsOutTick(0)
{
}
cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
m_LastMoveItemsInTick(0),
m_LastMoveItemsOutTick(0)
{
}
/** Returns the block coords of the block receiving the output items, based on the meta
Returns false if unattached
*/
bool cHopperEntity::GetOutputBlockPos(NIBBLETYPE a_BlockMeta, int & a_OutputX, int & a_OutputY, int & a_OutputZ)
{
a_OutputX = m_PosX;
a_OutputY = m_PosY;
a_OutputZ = m_PosZ;
switch (a_BlockMeta)
{
case E_META_HOPPER_FACING_XM: a_OutputX--; return true;
case E_META_HOPPER_FACING_XP: a_OutputX++; return true;
case E_META_HOPPER_FACING_YM: a_OutputY--; return true;
case E_META_HOPPER_FACING_ZM: a_OutputZ--; return true;
case E_META_HOPPER_FACING_ZP: a_OutputZ++; return true;
default:
{
// Not attached
return false;
}
}
}
bool cHopperEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
Int64 CurrentTick = a_Chunk.GetWorld()->GetWorldAge();
bool res = false;
res = MoveItemsIn (a_Chunk, CurrentTick) || res;
res = MovePickupsIn(a_Chunk, CurrentTick) || res;
res = MoveItemsOut (a_Chunk, CurrentTick) || res;
return res;
}
void cHopperEntity::SaveToJson(Json::Value & a_Value)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
void cHopperEntity::SendTo(cClientHandle & a_Client)
{
// The hopper entity doesn't need anything sent to the client when it's created / gets in the viewdistance
// All the actual handling is in the cWindow UI code that gets called when the hopper is rclked
UNUSED(a_Client);
}
void cHopperEntity::UsedBy(cPlayer * a_Player)
{
// If the window is not created, open it anew:
cWindow * Window = GetWindow();
if (Window == NULL)
{
OpenNewWindow();
Window = GetWindow();
}
// Open the window for the player:
if (Window != NULL)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(Window);
}
}
// This is rather a hack
// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
// The few false positives aren't much to worry about
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ);
m_World->MarkChunkDirty(ChunkX, ChunkZ);
}
/// Opens a new window UI for this hopper
void cHopperEntity::OpenNewWindow(void)
{
OpenWindow(new cHopperWindow(m_PosX, m_PosY, m_PosZ, this));
}
/// Moves items from the container above it into this hopper. Returns true if the contents have changed.
bool cHopperEntity::MoveItemsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
{
if (m_PosY >= cChunkDef::Height)
{
// This hopper is at the top of the world, no more blocks above
return false;
}
if (a_CurrentTick - m_LastMoveItemsInTick < TICKS_PER_TRANSFER)
{
// Too early after the previous transfer
return false;
}
// Try moving an item in:
bool res = false;
switch (a_Chunk.GetBlock(m_RelX, m_PosY + 1, m_RelZ))
{
case E_BLOCK_CHEST: res = MoveItemsFromChest(a_Chunk); break;
case E_BLOCK_FURNACE: res = MoveItemsFromFurnace(a_Chunk); break;
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER: res = MoveItemsFromGrid(((cDropSpenserEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
case E_BLOCK_HOPPER: res = MoveItemsFromGrid(((cHopperEntity *) a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
case E_BLOCK_LIT_FURNACE: res = MoveItemsFromFurnace(a_Chunk); break;
}
// If the item has been moved, reset the last tick:
if (res)
{
m_LastMoveItemsInTick = a_CurrentTick;
}
return res;
}
/// Moves pickups from above this hopper into it. Returns true if the contents have changed.
bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
{
// TODO
return false;
}
/// Moves items out from this hopper into the destination. Returns true if the contents have changed.
bool cHopperEntity::MoveItemsOut(cChunk & a_Chunk, Int64 a_CurrentTick)
{
if (a_CurrentTick - m_LastMoveItemsOutTick < TICKS_PER_TRANSFER)
{
// Too early after the previous transfer
return false;
}
int bx, by, bz;
NIBBLETYPE Meta = a_Chunk.GetMeta(m_RelX, m_PosY, m_RelZ);
if (!GetOutputBlockPos(Meta, bx, by, bz))
{
// Not attached to another container
return false;
}
if (by < 0)
{
// Cannot output below the zero-th block level
return false;
}
// Convert coords to relative:
int rx = bx - a_Chunk.GetPosX() * cChunkDef::Width;
int rz = bz - a_Chunk.GetPosZ() * cChunkDef::Width;
cChunk * DestChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(rx, rz);
if (DestChunk == NULL)
{
// The destination chunk has been unloaded, don't tick
return false;
}
// Call proper moving function, based on the blocktype present at the coords:
bool res = false;
switch (DestChunk->GetBlock(rx, by, rz))
{
case E_BLOCK_CHEST: res = MoveItemsToChest(*DestChunk, bx, by, bz); break;
case E_BLOCK_FURNACE: res = MoveItemsToFurnace(*DestChunk, bx, by, bz, Meta); break;
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER: res = MoveItemsToGrid(((cDropSpenserEntity *)DestChunk->GetBlockEntity(bx, by, bz))->GetContents()); break;
case E_BLOCK_HOPPER: res = MoveItemsToGrid(((cHopperEntity *) DestChunk->GetBlockEntity(bx, by, bz))->GetContents()); break;
case E_BLOCK_LIT_FURNACE: res = MoveItemsToFurnace(*DestChunk, bx, by, bz, Meta); break;
}
// If the item has been moved, reset the last tick:
if (res)
{
m_LastMoveItemsOutTick = a_CurrentTick;
}
return res;
}
/// Moves items from a chest (dblchest) above the hopper into this hopper. Returns true if contents have changed.
bool cHopperEntity::MoveItemsFromChest(cChunk & a_Chunk)
{
if (MoveItemsFromGrid(((cChestEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()))
{
// Moved the item from the chest directly above the hopper
return true;
}
// Check if the chest is a double-chest, if so, try to move from there:
static const struct
{
int x, z;
}
Coords [] =
{
{1, 0},
{-1, 0},
{0, 1},
{0, -1},
} ;
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
int x = m_RelX + Coords[i].x;
int z = m_RelZ + Coords[i].z;
cChunk * Neighbor = a_Chunk.GetRelNeighborChunkAdjustCoords(x, z);
if (
(Neighbor == NULL) ||
(Neighbor->GetBlock(x, m_PosY + 1, z) != E_BLOCK_CHEST)
)
{
continue;
}
if (MoveItemsFromGrid(((cChestEntity *)Neighbor->GetBlockEntity(x, m_PosY, z))->GetContents()))
{
return true;
}
return false;
}
// The chest was single and nothing could be moved
return false;
}
/// Moves items from a furnace above the hopper into this hopper. Returns true if contents have changed.
bool cHopperEntity::MoveItemsFromFurnace(cChunk & a_Chunk)
{
cFurnaceEntity * Furnace = (cFurnaceEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ);
ASSERT(Furnace != NULL);
// Try move from the output slot:
if (MoveItemsFromSlot(Furnace->GetOutputSlot(), true))
{
cItem NewOutput(Furnace->GetOutputSlot());
Furnace->SetOutputSlot(NewOutput.AddCount(-1));
return true;
}
// No output moved, check if we can move an empty bucket out of the fuel slot:
if (Furnace->GetFuelSlot().m_ItemType == E_ITEM_BUCKET)
{
if (MoveItemsFromSlot(Furnace->GetFuelSlot(), true))
{
Furnace->SetFuelSlot(cItem());
return true;
}
}
// Nothing can be moved
return false;
}
/// Moves items from the specified ItemGrid into this hopper. Returns true if contents have changed.
bool cHopperEntity::MoveItemsFromGrid(cItemGrid & a_Grid)
{
int NumSlots = a_Grid.GetNumSlots();
// First try adding items of types already in the hopper:
for (int i = 0; i < NumSlots; i++)
{
if (a_Grid.IsSlotEmpty(i))
{
continue;
}
if (MoveItemsFromSlot(a_Grid.GetSlot(i), false))
{
a_Grid.ChangeSlotCount(i, -1);
return true;
}
}
// No already existing stack can be topped up, try again with allowing new stacks:
for (int i = 0; i < NumSlots; i++)
{
if (a_Grid.IsSlotEmpty(i))
{
continue;
}
if (MoveItemsFromSlot(a_Grid.GetSlot(i), true))
{
a_Grid.ChangeSlotCount(i, -1);
return true;
}
}
return false;
}
/// Moves one of the specified itemstack into this hopper. Returns true if contents have changed. Doesn't change the itemstack.
bool cHopperEntity::MoveItemsFromSlot(const cItem & a_ItemStack, bool a_AllowNewStacks)
{
cItem One(a_ItemStack.CopyOne());
if (m_Contents.AddItem(One, a_AllowNewStacks) > 0)
{
return true;
}
return false;
}
/// Moves items to the chest at the specified coords. Returns true if contents have changed
bool cHopperEntity::MoveItemsToChest(cChunk & a_Chunk, int a_BlockX, int a_BlockY, int a_BlockZ)
{
// Try the chest directly connected to the hopper:
if (MoveItemsToGrid(((cChestEntity *)a_Chunk.GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ))->GetContents()))
{
return true;
}
// Check if the chest is a double-chest, if so, try to move into the other half:
static const struct
{
int x, z;
}
Coords [] =
{
{1, 0},
{-1, 0},
{0, 1},
{0, -1},
} ;
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
int x = m_RelX + Coords[i].x;
int z = m_RelZ + Coords[i].z;
cChunk * Neighbor = a_Chunk.GetRelNeighborChunkAdjustCoords(x, z);
if (
(Neighbor == NULL) ||
(Neighbor->GetBlock(x, m_PosY + 1, z) != E_BLOCK_CHEST)
)
{
continue;
}
if (MoveItemsToGrid(((cChestEntity *)Neighbor->GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ))->GetContents()))
{
return true;
}
return false;
}
// The chest was single and nothing could be moved
return false;
}
/// Moves items to the furnace at the specified coords. Returns true if contents have changed
bool cHopperEntity::MoveItemsToFurnace(cChunk & a_Chunk, int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_HopperMeta)
{
cFurnaceEntity * Furnace = (cFurnaceEntity *)a_Chunk.GetBlockEntity(a_BlockX, a_BlockY, a_BlockZ);
if (a_HopperMeta == E_META_HOPPER_FACING_YM)
{
// Feed the input slot of the furnace
return MoveItemsToSlot(Furnace->GetContents(), cFurnaceEntity::fsInput);
}
else
{
// Feed the fuel slot of the furnace
return MoveItemsToSlot(Furnace->GetContents(), cFurnaceEntity::fsFuel);
}
return false;
}
/// Moves items to the specified ItemGrid. Returns true if contents have changed
bool cHopperEntity::MoveItemsToGrid(cItemGrid & a_ItemGrid)
{
// Iterate through our slots, try to move from each one:
for (int i = 0; i < ContentsWidth * ContentsHeight; i++)
{
const cItem & SrcItem = m_Contents.GetSlot(i);
if (SrcItem.IsEmpty())
{
continue;
}
cItem ToAdd = SrcItem.CopyOne();
if (a_ItemGrid.AddItem(ToAdd) > 0)
{
m_Contents.ChangeSlotCount(i, -1);
return true;
}
}
return false;
}
/// Moves one piece to the specified ItemGrid's slot. Returns true if contents have changed.
bool cHopperEntity::MoveItemsToSlot(cItemGrid & a_ItemGrid, int a_DestSlotNum)
{
if (a_ItemGrid.IsSlotEmpty(a_DestSlotNum))
{
// The slot is empty, move the first non-empty slot from our contents:
for (int i = 0; i < ContentsWidth * ContentsHeight; i++)
{
if (!m_Contents.IsSlotEmpty(i))
{
a_ItemGrid.SetSlot(a_DestSlotNum, m_Contents.GetSlot(i).CopyOne());
m_Contents.ChangeSlotCount(i, -1);
return true;
}
}
return false;
}
else
{
// The slot is taken, try to top it up:
const cItem & DestSlot = a_ItemGrid.GetSlot(a_DestSlotNum);
if (DestSlot.IsFullStack())
{
return false;
}
for (int i = 0; i < ContentsWidth * ContentsHeight; i++)
{
if (m_Contents.GetSlot(i).IsStackableWith(DestSlot))
{
a_ItemGrid.ChangeSlotCount(a_DestSlotNum, 1);
m_Contents.ChangeSlotCount(i, -1);
return true;
}
}
return false;
}
}