185 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#pragma once
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#include "BlockHandler.h"
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#include "../MersenneTwister.h"
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#include "../World.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, (BLOCKTYPE)(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 :
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	public cBlockHandler
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{
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public:
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	cBlockLeavesHandler(BLOCKTYPE a_BlockType)
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		: cBlockHandler(a_BlockType)
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	{
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	}
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	virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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	{
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		MTRand rand;
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		// Only the first 2 bits contain the display information, the others are for growing
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		if (rand.randInt(5) == 0)
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		{
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			a_Pickups.push_back(cItem(E_BLOCK_SAPLING, 1, a_BlockMeta & 3));
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		}
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		if ((a_BlockMeta & 3) == E_META_SAPLING_APPLE)
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		{
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			if (rand.rand(100) == 0)
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			{
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				a_Pickups.push_back(cItem(E_ITEM_RED_APPLE, 1, 0));
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			}
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		}
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	}
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	void OnDestroyed(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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	{
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		cBlockHandler::OnDestroyed(a_World, a_BlockX, a_BlockY, a_BlockZ);
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		//0.5% chance of dropping an apple
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		NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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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_BlockX, a_BlockY, a_BlockZ);
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		}
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	}
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	virtual void OnNeighborChanged(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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	{
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		NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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		a_World->SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x7);	 // Unset 0x8 bit so it gets checked for decay
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	}
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	virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
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	{
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		NIBBLETYPE Meta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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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) != 0)
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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_BlockX - LEAVES_CHECK_DISTANCE, a_BlockX + LEAVES_CHECK_DISTANCE, 
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			a_BlockY - LEAVES_CHECK_DISTANCE, a_BlockY + LEAVES_CHECK_DISTANCE, 
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			a_BlockZ - LEAVES_CHECK_DISTANCE, a_BlockZ + 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_BlockX, a_BlockY, a_BlockZ))
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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_BlockX, a_BlockY, a_BlockZ, 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, NULL, a_BlockX, a_BlockY, a_BlockZ);
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		a_World->DigBlock(a_BlockX, a_BlockY, a_BlockZ);
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	}
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	virtual const char * GetStepSound(void) override
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	{
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		return "step.grass";
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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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