#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FurnaceEntity.h"
#include "../UI/Window.h"
#include "../Entities/Player.h"
#include "../Root.h"
#include "../Chunk.h"
enum
{
PROGRESSBAR_FUEL = 0,
PROGRESSBAR_SMELTING = 2,
PROGRESSBAR_SMELTING_CONFIRM = 3,
} ;
cFurnaceEntity::cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, cWorld * a_World) :
super(a_BlockType, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
m_BlockMeta(a_BlockMeta),
m_CurrentRecipe(NULL),
m_IsDestroyed(false),
m_IsCooking(a_BlockType == E_BLOCK_LIT_FURNACE),
m_NeedCookTime(0),
m_TimeCooked(0),
m_FuelBurnTime(0),
m_TimeBurned(0)
{
m_Contents.AddListener(*this);
}
cFurnaceEntity::~cFurnaceEntity()
{
// Tell window its owner is destroyed
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->OwnerDestroyed();
}
}
void cFurnaceEntity::UsedBy(cPlayer * a_Player)
{
cWindow * Window = GetWindow();
if (Window == nullptr)
{
OpenWindow(new cFurnaceWindow(m_PosX, m_PosY, m_PosZ, this));
Window = GetWindow();
}
if (Window != nullptr)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(Window);
}
}
UpdateProgressBars(true);
}
bool cFurnaceEntity::ContinueCooking(void)
{
UpdateInput();
UpdateFuel();
return m_IsCooking;
}
bool cFurnaceEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
if (m_FuelBurnTime <= 0)
{
// If a furnace is out of fuel, the progress bar reverses at twice the speed of cooking.
m_TimeCooked = std::max((m_TimeCooked - 2), 0);
// Reset progressbars, block type, and bail out
m_BlockType = E_BLOCK_FURNACE;
a_Chunk.FastSetBlock(GetRelX(), m_PosY, GetRelZ(), E_BLOCK_FURNACE, m_BlockMeta);
UpdateProgressBars();
return false;
}
if (m_IsCooking)
{
m_TimeCooked++;
if (m_TimeCooked >= m_NeedCookTime)
{
// Finished smelting one item
FinishOne();
}
}
m_TimeBurned++;
if (m_TimeBurned >= m_FuelBurnTime)
{
// The current fuel has been exhausted, use another one, if possible
BurnNewFuel();
}
UpdateProgressBars();
return true;
}
void cFurnaceEntity::SendTo(cClientHandle & a_Client)
{
// Nothing needs to be sent
UNUSED(a_Client);
}
void cFurnaceEntity::BroadcastProgress(short a_ProgressbarID, short a_Value)
{
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->SetProperty(a_ProgressbarID, a_Value);
}
}
void cFurnaceEntity::FinishOne()
{
m_TimeCooked = 0;
if (m_Contents.GetSlot(fsOutput).IsEmpty())
{
m_Contents.SetSlot(fsOutput, *m_CurrentRecipe->Out);
}
else
{
m_Contents.ChangeSlotCount(fsOutput, m_CurrentRecipe->Out->m_ItemCount);
}
m_Contents.ChangeSlotCount(fsInput, -m_CurrentRecipe->In->m_ItemCount);
}
void cFurnaceEntity::BurnNewFuel(void)
{
cFurnaceRecipe * FR = cRoot::Get()->GetFurnaceRecipe();
int NewTime = FR->GetBurnTime(m_Contents.GetSlot(fsFuel));
if (NewTime == 0)
{
// The item in the fuel slot is not suitable
SetBurnTimes(0, 0);
SetIsCooking(false);
return;
}
// Is the input and output ready for cooking?
if (!CanCookInputToOutput())
{
return;
}
// Burn one new fuel:
SetBurnTimes(NewTime, 0);
SetIsCooking(true);
if (m_Contents.GetSlot(fsFuel).m_ItemType == E_ITEM_LAVA_BUCKET)
{
m_Contents.SetSlot(fsFuel, cItem(E_ITEM_BUCKET));
}
else
{
m_Contents.ChangeSlotCount(fsFuel, -1);
}
}
void cFurnaceEntity::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
super::OnSlotChanged(a_ItemGrid, a_SlotNum);
if (m_IsDestroyed)
{
return;
}
ASSERT(a_ItemGrid == &m_Contents);
switch (a_SlotNum)
{
case fsInput: UpdateInput(); break;
case fsFuel: UpdateFuel(); break;
case fsOutput: UpdateOutput(); break;
default: ASSERT(!"Invalid furnace slot update!"); break;
}
}
void cFurnaceEntity::UpdateInput(void)
{
if (!m_Contents.GetSlot(fsInput).IsEqual(m_LastInput))
{
// The input is different from what we had before, reset the cooking time
m_TimeCooked = 0;
}
m_LastInput = m_Contents.GetSlot(fsInput);
cFurnaceRecipe * FR = cRoot::Get()->GetFurnaceRecipe();
m_CurrentRecipe = FR->GetRecipeFrom(m_Contents.GetSlot(fsInput));
if (!CanCookInputToOutput())
{
// This input cannot be cooked, reset cook counter immediately
SetCookTimes(0, 0);
SetIsCooking(false);
}
else
{
m_NeedCookTime = m_CurrentRecipe->CookTime;
SetIsCooking(true);
// Start burning new fuel if there's no flame now:
if (GetFuelBurnTimeLeft() <= 0)
{
BurnNewFuel();
}
}
}
void cFurnaceEntity::UpdateFuel(void)
{
if (m_FuelBurnTime > m_TimeBurned)
{
// The current fuel is still burning, don't modify anything:
return;
}
// The current fuel is spent, try to burn some more:
BurnNewFuel();
}
void cFurnaceEntity::UpdateOutput(void)
{
if (!CanCookInputToOutput())
{
// Cannot cook anymore:
SetCookTimes(0, 0);
SetIsCooking(false);
return;
}
// No need to burn new fuel, the Tick() function will take care of that
// Can cook, start cooking if not already underway:
m_NeedCookTime = m_CurrentRecipe->CookTime;
SetIsCooking(m_FuelBurnTime > 0);
}
bool cFurnaceEntity::CanCookInputToOutput(void) const
{
if (m_CurrentRecipe == NULL)
{
// This input cannot be cooked
return false;
}
const cItem & Slot = m_Contents.GetSlot(fsOutput);
if (Slot.IsEmpty())
{
// The output is empty, can cook
return true;
}
if (!Slot.IsEqual(*m_CurrentRecipe->Out))
{
// The output slot is blocked with something that cannot be stacked with the recipe's output
return false;
}
if (Slot.IsFullStack())
{
// Cannot add any more items to the output slot
return false;
}
return true;
}
void cFurnaceEntity::UpdateProgressBars(bool a_ForceUpdate)
{
// In order to preserve bandwidth, an update is sent only every 10th tick
if (!a_ForceUpdate && (m_World->GetWorldAge() % 10 != 0))
{
return;
}
int CurFuel = (m_FuelBurnTime > 0) ? 200 - (200 * m_TimeBurned / m_FuelBurnTime) : 0;
BroadcastProgress(PROGRESSBAR_FUEL, static_cast<short>(CurFuel));
int CurCook = (m_NeedCookTime > 0) ? (200 * m_TimeCooked / m_NeedCookTime) : 0;
BroadcastProgress(PROGRESSBAR_SMELTING_CONFIRM, 200); // Post 1.8, Mojang requires a random packet with an ID of three and value of 200. Wat. Wat. Wat.
BroadcastProgress(PROGRESSBAR_SMELTING, static_cast<short>(CurCook));
}
void cFurnaceEntity::SetIsCooking(bool a_IsCooking)
{
if (a_IsCooking == m_IsCooking)
{
return;
}
m_IsCooking = a_IsCooking;
// Only light the furnace as it is extinguished only when the fuel runs out, not when cooking stops - handled in this::Tick()
if (m_IsCooking)
{
m_BlockType = E_BLOCK_LIT_FURNACE;
m_World->FastSetBlock(m_PosX, m_PosY, m_PosZ, E_BLOCK_LIT_FURNACE, m_BlockMeta);
}
}