#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Simulator/FluidSimulator.h"
#include "../Blocks/BlockHandler.h"
#include "../LineBlockTracer.h"
#include "../BlockInServerPluginInterface.h"
#include "../Blocks/ChunkInterface.h"
class cItemBucketHandler :
public cItemHandler
{
public:
cItemBucketHandler(int a_ItemType) :
cItemHandler(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
switch (m_ItemType)
{
case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, E_BLOCK_LAVA);
case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_Item, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, E_BLOCK_WATER);
default:
{
ASSERT(!"Unhandled ItemType");
return false;
}
}
}
bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
{
if (a_BlockFace != BLOCK_FACE_NONE)
{
return false;
}
Vector3i BlockPos;
if (!GetBlockFromTrace(a_World, a_Player, BlockPos))
{
return false; // Nothing in range.
}
if (a_World->GetBlockMeta(BlockPos.x, BlockPos.y, BlockPos.z) != 0)
{
// Not a source block
return false;
}
BLOCKTYPE Block = a_World->GetBlock(BlockPos.x, BlockPos.y, BlockPos.z);
ENUM_ITEM_ID NewItem;
if (IsBlockWater(Block))
{
NewItem = E_ITEM_WATER_BUCKET;
}
else if (IsBlockLava(Block))
{
NewItem = E_ITEM_LAVA_BUCKET;
}
else
{
return false;
}
// Check to see if destination block is too far away
// Reach Distance Multiplayer = 5 Blocks
if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
{
return false;
}
// Remove water / lava block (unless plugins disagree)
if (!a_Player->PlaceBlock(BlockPos.x, BlockPos.y, BlockPos.z, E_BLOCK_AIR, 0))
{
return false;
}
// Give new bucket, filled with fluid when the gamemode is not creative:
if (!a_Player->IsGameModeCreative())
{
// Remove the bucket from the inventory
if (!a_Player->GetInventory().RemoveOneEquippedItem())
{
LOG("Clicked with an empty bucket, but cannot remove one from the inventory? WTF?");
ASSERT(!"Inventory bucket mismatch");
return true;
}
if (a_Player->GetInventory().AddItem(cItem(NewItem), true, true) != 1)
{
// The bucket didn't fit, toss it as a pickup:
a_Player->TossPickup(cItem(NewItem));
}
}
return true;
}
bool PlaceFluid(
cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock
)
{
if (a_BlockFace != BLOCK_FACE_NONE)
{
return false;
}
BLOCKTYPE CurrentBlockType;
NIBBLETYPE CurrentBlockMeta;
eBlockFace EntryFace;
Vector3i BlockPos;
if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlockType, CurrentBlockMeta, EntryFace))
{
return false;
}
// Check to see if destination block is too far away
// Reach Distance Multiplayer = 5 Blocks
if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5))
{
return false;
}
if (a_Player->GetGameMode() != gmCreative)
{
// Remove fluid bucket, add empty bucket:
if (!a_Player->GetInventory().RemoveOneEquippedItem())
{
LOG("Clicked with a full bucket, but cannot remove one from the inventory? WTF?");
ASSERT(!"Inventory bucket mismatch");
return false;
}
cItem Item(E_ITEM_BUCKET, 1);
if (!a_Player->GetInventory().AddItem(Item, true, true))
{
return false;
}
}
// Wash away anything that was there prior to placing:
if (cFluidSimulator::CanWashAway(CurrentBlockType))
{
if (a_PluginInterface.CallHookPlayerBreakingBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta))
{
// Plugin disagrees with the washing-away
return false;
}
cBlockHandler * Handler = BlockHandler(CurrentBlockType);
if (Handler->DoesDropOnUnsuitable())
{
cChunkInterface ChunkInterface(a_World->GetChunkMap());
Handler->DropBlock(ChunkInterface, *a_World, a_PluginInterface, a_Player, BlockPos.x, BlockPos.y, BlockPos.z);
}
a_PluginInterface.CallHookPlayerBrokenBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta);
}
// Place the actual fluid block:
return a_Player->PlaceBlock(BlockPos.x, BlockPos.y, BlockPos.z, a_FluidBlock, 0);
}
bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos)
{
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
Vector3i m_Pos;
bool m_HasHitFluid;
cCallbacks(void) :
m_HasHitFluid(false)
{
}
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
{
if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType))
{
if (a_BlockMeta != 0) // GetBlockFromTrace is called for scooping up fluids; the hit block should be a source
{
return false;
}
m_HasHitFluid = true;
m_Pos.Set(a_BlockX, a_BlockY, a_BlockZ);
return true;
}
return false;
}
} Callbacks;
cLineBlockTracer Tracer(*a_World, Callbacks);
Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector());
Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z);
if (!Callbacks.m_HasHitFluid)
{
return false;
}
a_BlockPos = Callbacks.m_Pos;
return true;
}
bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta, eBlockFace & a_BlockFace)
{
class cCallbacks :
public cBlockTracer::cCallbacks
{
public:
Vector3i m_Pos;
BLOCKTYPE m_ReplacedBlockType;
NIBBLETYPE m_ReplacedBlockMeta;
eBlockFace m_EntryFace;
virtual bool OnNextBlock(int a_CBBlockX, int a_CBBlockY, int a_CBBlockZ, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, char a_CBEntryFace) override
{
if (a_CBBlockType != E_BLOCK_AIR)
{
m_ReplacedBlockType = a_CBBlockType;
m_ReplacedBlockMeta = a_CBBlockMeta;
m_EntryFace = static_cast<eBlockFace>(a_CBEntryFace);
if (!cFluidSimulator::CanWashAway(a_CBBlockType) && !IsBlockLiquid(a_CBBlockType))
{
AddFaceDirection(a_CBBlockX, a_CBBlockY, a_CBBlockZ, static_cast<eBlockFace>(a_CBEntryFace)); // Was an unwashawayable block, can't overwrite it!
}
m_Pos.Set(a_CBBlockX, a_CBBlockY, a_CBBlockZ); // (Block could be washed away, replace it)
return true; // Abort tracing
}
return false;
}
} Callbacks;
cLineBlockTracer Tracer(*a_World, Callbacks);
Vector3d Start(a_Player->GetEyePosition());
Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5);
// cTracer::Trace returns true when whole line was traversed. By returning true from the callback when we hit something, we ensure that this never happens if liquid could be placed
// Use this to judge whether the position is valid
if (!Tracer.Trace(Start.x, Start.y, Start.z, End.x, End.y, End.z))
{
a_BlockPos = Callbacks.m_Pos;
a_BlockType = Callbacks.m_ReplacedBlockType;
a_BlockMeta = Callbacks.m_ReplacedBlockMeta;
a_BlockFace = Callbacks.m_EntryFace;
return true;
}
return false;
}
};