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author | Samuel Barney <samjbarney@gmail.com> | 2015-08-19 19:05:30 +0200 |
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committer | Samuel Barney <samjbarney@gmail.com> | 2015-08-19 19:05:30 +0200 |
commit | b5ed23d2a6696586b70b11a1bed51f4565079e5d (patch) | |
tree | d4c4ebe5a88eaeba8ce9d53122c9eb92e297870c /src/Blocks/BlockPlant.h | |
parent | Merge pull request #2439 from cuberite/AppveyorYml (diff) | |
parent | * Logic for handling plant growth has been centralized into cBlockPlant, and all growable plants now inherit from it. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Blocks/BlockPlant.h | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/src/Blocks/BlockPlant.h b/src/Blocks/BlockPlant.h new file mode 100644 index 000000000..0e6aca7eb --- /dev/null +++ b/src/Blocks/BlockPlant.h @@ -0,0 +1,132 @@ + +// BlockPlant.h + +// Base class for any growing block + + + + + +#pragma once + +#include "BlockHandler.h" + +class cBlockPlant : public cBlockHandler +{ + typedef cBlockHandler Super; + bool m_NeedLightToGrow; +public: + cBlockPlant(BLOCKTYPE a_BlockType, bool a_LightToGrow) + : Super(a_BlockType), m_NeedLightToGrow(a_LightToGrow){} + +protected: + enum PlantAction + { + paDeath, + paGrowth, + paStay + }; + + /** Checks whether there is enough light for the plant to grow. + If the plant doesn't require light to grow, then it returns paGrowth. + If the plant requires light to grow and there is enough light, it returns paGrowth. + If the plant requires light to grow and there isn't enough light, it returns paStay. + If the plant requires light to grow and there is too little light, it returns paDeath. + */ + PlantAction HasEnoughLight(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) + { + // If the plant requires light to grow, check to see if there is enough light + // Otherwise, return true + if (m_NeedLightToGrow) + { + NIBBLETYPE Blocklight = a_Chunk.GetBlockLight(a_RelX, a_RelY, a_RelZ); + NIBBLETYPE SkyLight = a_Chunk.GetSkyLight (a_RelX, a_RelY, a_RelZ); + NIBBLETYPE Light = a_Chunk.GetTimeAlteredLight(SkyLight); + + // If the amount of light provided by blocks is greater than the sky light, use it instead + if (Blocklight > Light) + { + Light = Blocklight; + } + + // Return true if there is enough light + // Set m_ShouldDie if the base light amounts are not enough to sustain a plant + if (Light > 8) + { + return paGrowth; + } + else if (Blocklight < 9 && SkyLight < 9) + { + return paDeath; + } + + return paStay; + } + + return paGrowth; + } + + /** Checks whether a plant can grow grow, based on what is returned from cBlockPlant::HasEnoughLight + and a random check based on what is returned from cBlockPlant::GetGrowthChance. + Can return three values. + paGrowth when the conditions are right for the plant to grow. + paStay when the conditions are not quite right. + paDeath is returned when there isn't enough light for the plant to survive. + Plants that don't require light will never have a paDeath returned + */ + virtual PlantAction CanGrow(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) + { + cFastRandom rand; + // Plant can grow if it has the required amount of light, and it passes a random chance based on surrounding blocks + PlantAction Action = HasEnoughLight(a_Chunk, a_RelX, a_RelY, a_RelZ); + if ((Action == paGrowth) && (rand.NextInt(GetGrowthChance(a_Chunk, a_RelX, a_RelY, a_RelZ)) != 0)) + { + Action = paStay; + } + return Action; + } + + /** Generates a int value between 4 and 25 based on surrounding blocks that affect how quickly the plant grows. + The higher the value, the less likely the plant is to grow */ + virtual int GetGrowthChance(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) + { + float Chance = 1.0f; + a_RelY -= 1; + for (int x = -1; x < 2; ++x) + { + for (int z = -1; z < 2; ++z) + { + float Adjustment = 0.0f; + BLOCKTYPE Block; + NIBBLETYPE Meta; + + // If the chunk we are trying to get the block information from is loaded + if (a_Chunk.UnboundedRelGetBlock(a_RelX + x, a_RelY, a_RelZ + z, Block, Meta)) + { + cBlockHandler * Handler = cBlockInfo::Get(Block).m_Handler; + + // If the block affects growth, add to the adjustment + if (Handler->CanSustainPlant(m_BlockType)) + { + Adjustment = 1.0f; + + // Farmland alters the chance further if it is watered + if ((Block == E_BLOCK_FARMLAND) && (Meta != 0)) + { + Adjustment = 3.0f; + } + } + } + + // If this is not the block right underneath the plant, it has little effect on the growth + if ((x != 0) || (z != 0)) + { + Adjustment /= 4.0f; + } + + Chance += Adjustment; + } + } + return FloorC(24.0f / Chance) + 1; + } +}; |