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#pragma once

#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Blocks/BlockCocoaPod.h"





class cItemDyeHandler :
	public cItemHandler
{
	using super = cItemHandler;

public:
	cItemDyeHandler(int a_ItemType):
		super(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
	{
		if ((a_Item.m_ItemDamage == E_META_DYE_WHITE) && (a_BlockFace != BLOCK_FACE_NONE))
		{
			// Bonemeal (white dye) is used to fertilize plants:
			if (fertilizePlant(*a_World, {a_BlockX, a_BlockY, a_BlockZ}))
			{
				if (a_Player->IsGameModeSurvival())
				{
					a_Player->GetInventory().RemoveOneEquippedItem();
					return true;
				}
			}
		}
		else if ((a_Item.m_ItemDamage == E_META_DYE_BROWN) && (a_BlockFace >= BLOCK_FACE_ZM) && (a_BlockFace <= BLOCK_FACE_XP))
		{
			// Players can't place blocks while in adventure mode.
			if (a_Player->IsGameModeAdventure())
			{
				return false;
			}

			// Cocoa (brown dye) can be planted on jungle logs:
			BLOCKTYPE BlockType;
			NIBBLETYPE BlockMeta;
			a_World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);

			// Check if the block that the player clicked is a jungle log.
			if ((BlockType != E_BLOCK_LOG) || ((BlockMeta & 0x3) != E_META_LOG_JUNGLE))
			{
				return false;
			}

			// Get the location from the new cocoa pod.
			AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false);
			BlockMeta = cBlockCocoaPodHandler::BlockFaceToMeta(a_BlockFace);

			if (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_AIR)
			{
				return false;
			}

			// Place the cocoa pod:
			if (a_Player->PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_COCOA_POD, BlockMeta))
			{
				if (a_Player->IsGameModeSurvival())
				{
					a_Player->GetInventory().RemoveOneEquippedItem();
				}
				return true;
			}
		}
		return false;
	}





	/** Attempts to use the bonemeal on the plant at the specified (absolute) position.
	The effect of fertilization depends on the plant: https://minecraft.gamepedia.com/Bone_Meal#Fertilizer
		- grow a few stages
		- grow 1 stage with a chance
		- drop pickups without destroying the plant
		- grow more plants in the vicinity
	If fertilized succesfully, spawn appropriate particle effects, too.
	Returns true if the plant was fertilized successfully, false if not / not a plant.
	Note that successful fertilization doesn't mean successful growth - for blocks that have only a chance to grow,
	fertilization success is reported even in the case when the chance fails (bonemeal still needs to be consumed). */
	bool fertilizePlant(cWorld & a_World, Vector3i a_BlockPos)
	{
		BLOCKTYPE blockType;
		NIBBLETYPE blockMeta;
		if (!a_World.GetBlockTypeMeta(a_BlockPos, blockType, blockMeta))
		{
			return false;
		}
		switch (blockType)
		{
			case E_BLOCK_WHEAT:
			case E_BLOCK_CARROTS:
			case E_BLOCK_POTATOES:
			case E_BLOCK_MELON_STEM:
			case E_BLOCK_PUMPKIN_STEM:
			{
				// Grow by 2 - 5 stages:
				auto numStages = GetRandomProvider().RandInt(2, 5);
				if (a_World.GrowPlantAt(a_BlockPos, numStages) <= 0)
				{
					return false;
				}
				a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
				return true;
			}  // case wheat, carrots, potatoes, melon stem, pumpkin stem

			case E_BLOCK_BEETROOTS:
			{
				// 75% chance of 1-stage growth:
				if (GetRandomProvider().RandBool(0.75))
				{
					if (a_World.GrowPlantAt(a_BlockPos, 1) > 0)
					{
						a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
					}
				}
				return true;
			}  // case beetroots

			case E_BLOCK_SAPLING:
			{
				// 45% chance of growing to the next stage / full tree:
				if (GetRandomProvider().RandBool(0.45))
				{
					if (a_World.GrowPlantAt(a_BlockPos, 1) > 0)
					{
						a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
					}
				}
				return true;
			}

			case E_BLOCK_BIG_FLOWER:
			{
				// Drop the corresponding flower item without destroying the block:
				cItems pickups;
				switch (blockMeta)
				{
					case E_META_BIG_FLOWER_SUNFLOWER: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_SUNFLOWER); break;
					case E_META_BIG_FLOWER_LILAC:     pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_LILAC);     break;
					case E_META_BIG_FLOWER_ROSE_BUSH: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_ROSE_BUSH); break;
					case E_META_BIG_FLOWER_PEONY:     pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_PEONY);     break;
				}
				// TODO: Should we call any hook for this?
				a_World.SpawnItemPickups(pickups, a_BlockPos);
				return true;
			}  // big flower

			case E_BLOCK_TALL_GRASS:
			case E_BLOCK_COCOA_POD:
			{
				// Always try to grow 1 stage:
				if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0)
				{
					return false;
				}
				a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
				return true;
			}  // case tall grass

			case E_BLOCK_RED_MUSHROOM:
			case E_BLOCK_BROWN_MUSHROOM:
			{
				// 40% chance of growing into a large mushroom:
				if (GetRandomProvider().RandBool(0.6))
				{
					return false;
				}
				if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0)
				{
					return false;
				}
				a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
				return true;
			}  // case red or brown mushroom

			case E_BLOCK_GRASS:
			{
				growPlantsAround(a_World, a_BlockPos);
				return true;
			}

			// TODO: case E_BLOCK_SWEET_BERRY_BUSH:
			// TODO: case E_BLOCK_SEA_PICKLE:
			// TODO: case E_BLOCK_KELP:
			// TODO: case E_BLOCK_BAMBOO:
		}  // switch (blockType)
		return false;
	}





	/** Grows new plants around the specified block.
	Places up to 40 new plants, with the following probability:
		- 20 % big grass (2-block tall grass)
		- 60 % tall grass (1-block tall grass)
		- 20 % flowers (biome dependent variants)
	The new plants are spawned within 7 taxicab distance of a_BlockPos, on a grass block.
	Broadcasts a particle for each new spawned plant. */
	void growPlantsAround(cWorld & a_World, Vector3i a_BlockPos)
	{
		auto & r1 = GetRandomProvider();
		for (int i = 0; i < 40; ++i)
		{
			int ofsY = r1.RandInt(3) + r1.RandInt(3) - 3;
			if (!cChunkDef::IsValidHeight(a_BlockPos.y + ofsY))
			{
				continue;
			}
			int ofsX = (r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3)) / 2 - 3;
			int ofsZ = (r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3)) / 2 - 3;
			Vector3i ofs(ofsX, ofsY, ofsZ);
			auto typeGround = a_World.GetBlock(a_BlockPos + ofs);
			if (typeGround != E_BLOCK_GRASS)
			{
				continue;
			}
			auto pos = a_BlockPos + ofs.addedY(1);
			auto typeAbove = a_World.GetBlock(pos);
			if (typeAbove != E_BLOCK_AIR)
			{
				continue;
			}
			BLOCKTYPE  spawnType;
			NIBBLETYPE spawnMeta = 0;
			switch (r1.RandInt(10))
			{
				case 0:  spawnType = E_BLOCK_YELLOW_FLOWER; break;
				case 1:  spawnType = E_BLOCK_RED_ROSE;      break;
				default:
				{
					spawnType = E_BLOCK_TALL_GRASS;
					spawnMeta = E_META_TALL_GRASS_GRASS;
					break;
				}
			}  // switch (random spawn block type)
			a_World.SetBlock(pos, spawnType, spawnMeta);
			a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, pos, 0);
		}  // for i - attempts
	}
} ;