#pragma once
#include "BlockHandler.h"
#include "../FastRandom.h"
class cBlockSaplingHandler :
public cBlockHandler
{
using super = cBlockHandler;
public:
cBlockSaplingHandler(BLOCKTYPE a_BlockType):
super(a_BlockType)
{
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
{
// The low 3 bits store the sapling type; bit 0x08 is the growth timer (not used in pickups)
return cItem(m_BlockType, 1, a_BlockMeta & 0x07);
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
{
return (a_RelY > 0) && IsBlockTypeOfDirt(a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ));
}
virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
NIBBLETYPE Light = std::max(a_Chunk.GetBlockLight(a_RelX, a_RelY, a_RelZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelX, a_RelY, a_RelZ)));
// Only grow if we have the right amount of light
if (Light > 8)
{
auto & random = GetRandomProvider();
// Only grow if we are in the right growth stage and have the right amount of space around them.
if (((Meta & 0x08) != 0) && random.RandBool(0.45) && CanGrowAt(a_Chunk, a_RelX, a_RelY, a_RelZ, Meta))
{
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
a_Chunk.GetWorld()->GrowTree(BlockX, a_RelY, BlockZ);
}
// Only move to the next growth stage if we haven't gone there yet
else if (((Meta & 0x08) == 0) && random.RandBool(0.45))
{
a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta | 0x08);
}
}
}
bool CanGrowAt(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta)
{
a_Meta = a_Meta & 0x07;
int CheckHeight = 0;
bool LargeTree = false;
// Get the height to check against
switch (a_Meta)
{
case E_META_SAPLING_APPLE:
{
CheckHeight = 5;
break;
}
case E_META_SAPLING_CONIFER:
{
CheckHeight = 7;
if (IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
CheckHeight = 16;
LargeTree = true;
}
break;
}
case E_META_SAPLING_BIRCH:
{
CheckHeight = 6;
break;
}
case E_META_SAPLING_JUNGLE:
{
CheckHeight = 7;
if (IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
CheckHeight = 13;
LargeTree = true;
}
break;
}
// Acacias don't need horizontal clearance
case E_META_SAPLING_ACACIA:
{
if (!IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
return false;
}
CheckHeight = 7;
LargeTree = true;
break;
}
// Dark Oaks don't need horizontal clearance
case E_META_SAPLING_DARK_OAK:
{
if (!IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
return false;
}
CheckHeight = 7;
LargeTree = true;
break;
}
}
// We should always get a valid CheckHeight
ASSERT(CheckHeight != 0);
// Don't grow a tree if we don't have enough space left above it in the chunk
if ((a_RelY + CheckHeight) > cChunkDef::Height)
{
return false;
}
bool CanGrow = true;
// Validate the neighbor blocks. They cannot be solid.
BLOCKTYPE check = E_BLOCK_AIR;
a_Chunk.UnboundedRelGetBlockType(a_RelX - 1, a_RelY, a_RelZ, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY, a_RelZ, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ - 1, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ + 1, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
while (CheckHeight && CanGrow)
{
check = a_Chunk.GetBlock(a_RelX, a_RelY + CheckHeight, a_RelZ);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
// We have to check above the neighboring saplings as well
if (LargeTree)
{
a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY + CheckHeight, a_RelZ, check);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY + CheckHeight, a_RelZ + 1, check);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY + CheckHeight, a_RelZ + 1, check);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
}
--CheckHeight;
}
return CanGrow;
}
private:
bool IsLargeTree(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta)
{
BLOCKTYPE type;
NIBBLETYPE meta;
bool LargeTree = true;
a_Chunk.UnboundedRelGetBlock(a_RelX + 1, a_RelY, a_RelZ, type, meta);
LargeTree = LargeTree && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
a_Chunk.UnboundedRelGetBlock(a_RelX + 1, a_RelY, a_RelZ + 1, type, meta);
LargeTree = LargeTree && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
a_Chunk.UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ + 1, type, meta);
LargeTree = LargeTree && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
return LargeTree;
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 7;
}
} ;