#pragma once #include "Block.h" #include "../MersenneTwister.h" #include "../cWorld.h" #include "../BlockArea.h" // Leaves can be this many blocks that away (inclusive) from the log not to decay #define LEAVES_CHECK_DISTANCE 6 #define PROCESS_NEIGHBOR(x,y,z) \ switch (a_Area.GetBlockType(x, y, z)) \ { \ case E_BLOCK_LEAVES: a_Area.SetBlockType(x, y, z, E_BLOCK_SPONGE + i + 1); break; \ case E_BLOCK_LOG: return true; \ } bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ); class cBlockLeavesHandler : public cBlockHandler { public: cBlockLeavesHandler(BLOCKTYPE a_BlockID) : cBlockHandler(a_BlockID) { } virtual int GetDropID() override { MTRand rand; if(rand.randInt(5) == 0) { return E_ITEM_SAPLING; } return E_ITEM_EMPTY; } void OnDestroyed(cWorld *a_World, int a_X, int a_Y, int a_Z) override { cBlockHandler::OnDestroyed(a_World, a_X, a_Y, a_Z); //0.5% chance of dropping an apple NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z); //check if Oak (0x1 and 0x2 bit not set) MTRand rand; if(!(Meta & 3) && rand.randInt(200) == 100) { cItems Drops; Drops.push_back(cItem(E_ITEM_RED_APPLE, 1, 0)); a_World->SpawnItemPickups(Drops, a_X, a_Y, a_Z); } } virtual void OnNeighborChanged(cWorld *a_World, int a_X, int a_Y, int a_Z) override { NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z); a_World->SetBlockMeta(a_X, a_Y, a_Z, Meta & 0x7); //Unset 0x8 bit so it gets checked for decay } virtual bool NeedsRandomTicks() override { return true; } virtual void OnUpdate(cWorld *a_World, int a_X, int a_Y, int a_Z) override { NIBBLETYPE Meta = a_World->GetBlockMeta(a_X, a_Y, a_Z); if ((Meta & 0x04) != 0) { // Player-placed leaves, don't decay return; } if (Meta & 0x8) { // These leaves have been checked for decay lately and nothing around them changed return; } // Get the data around the leaves: cBlockArea Area; if (!Area.Read( a_World, a_X - LEAVES_CHECK_DISTANCE, a_X + LEAVES_CHECK_DISTANCE, a_Y - LEAVES_CHECK_DISTANCE, a_Y + LEAVES_CHECK_DISTANCE, a_Z - LEAVES_CHECK_DISTANCE, a_Z + LEAVES_CHECK_DISTANCE, cBlockArea::baTypes) ) { // Cannot check leaves, a chunk is missing too close return; } if (HasNearLog(Area, a_X, a_Y, a_Z)) { // Wood found, the leaves stay; mark them as checked: a_World->SetBlockMeta(a_X, a_Y, a_Z, Meta | 0x8); return; } // Decay the leaves: DropBlock(a_World, a_X, a_Y, a_Z); a_World->DigBlock(a_X, a_Y, a_Z); } }; bool HasNearLog(cBlockArea &a_Area, int a_BlockX, int a_BlockY, int a_BlockZ) { // Filter the blocks into a {leaves, log, other (air)} set: BLOCKTYPE * Types = a_Area.GetBlockTypes(); for (int i = a_Area.GetBlockCount() - 1; i > 0; i--) { switch (Types[i]) { case E_BLOCK_LEAVES: case E_BLOCK_LOG: { break; } default: { Types[i] = E_BLOCK_AIR; break; } } } // for i - Types[] // Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block: // 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 a_Area.SetBlockType(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_SPONGE); for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++) { for (int y = a_BlockY - i; y <= a_BlockY + i; y++) { for (int z = a_BlockZ - i; z <= a_BlockZ + i; z++) { for (int x = a_BlockX - i; x <= a_BlockX + i; x++) { if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i) { continue; } PROCESS_NEIGHBOR(x - 1, y, z); PROCESS_NEIGHBOR(x + 1, y, z); PROCESS_NEIGHBOR(x, y, z - 1); PROCESS_NEIGHBOR(x, y, z + 1); PROCESS_NEIGHBOR(x, y + 1, z); PROCESS_NEIGHBOR(x, y - 1, z); } // for x } // for z } // for y } // for i - BFS iterations return false; }