// BlockBed.cpp
#include "Globals.h"
#include "BlockBed.h"
#include "BroadcastInterface.h"
#include "../Entities/Player.h"
#include "../World.h"
#include "../BoundingBox.h"
#include "../Mobs/Monster.h"
void cBlockBedHandler::OnBroken(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
const Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
const cEntity * a_Digger
) const
{
UNUSED(a_Digger);
auto Direction = MetaDataToDirection(a_OldBlockMeta & 0x03);
if ((a_OldBlockMeta & 0x08) != 0)
{
// Was pillow
Vector3i FootPos(a_BlockPos - Direction);
if (a_ChunkInterface.GetBlock(FootPos) == E_BLOCK_BED)
{
// First replace the bed with air
a_ChunkInterface.FastSetBlock(FootPos, E_BLOCK_AIR, 0);
// Then destroy the bed entity
a_ChunkInterface.SetBlock(FootPos, E_BLOCK_AIR, 0);
}
}
else
{
// Was foot end
Vector3i PillowPos(a_BlockPos + Direction);
if (a_ChunkInterface.GetBlock(PillowPos) == E_BLOCK_BED)
{
// First replace the bed with air
a_ChunkInterface.FastSetBlock(PillowPos, E_BLOCK_AIR, 0);
// Then destroy the bed entity
a_ChunkInterface.SetBlock(PillowPos, E_BLOCK_AIR, 0);
}
}
}
bool cBlockBedHandler::OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const
{
// Source: https://minecraft.gamepedia.com/Bed#Sleeping
// Sleeping in bed only allowed in Overworld, beds explode elsewhere:
if (a_WorldInterface.GetDimension() != dimOverworld)
{
auto PosCopy = a_BlockPos;
a_WorldInterface.DoExplosionAt(5, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, true, esBed, &PosCopy);
return true;
}
auto Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
if ((Meta & 0x8) == 0)
{
// Clicked on the foot of the bed, adjust to the head:
a_BlockPos += MetaDataToDirection(Meta & 0x03);
BLOCKTYPE Type;
a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, Type, Meta);
if (Type != E_BLOCK_BED)
{
// Bed was incomplete, bail:
return true;
}
}
// Set the bed position to the pillow block:
a_Player.SetBedPos(a_BlockPos);
// Sleeping is allowed only during night and thunderstorms:
if (
!(((a_WorldInterface.GetTimeOfDay() > 12541_tick) && (a_WorldInterface.GetTimeOfDay() < 23458_tick)) ||
(a_Player.GetWorld()->GetWeather() == wThunderstorm))
)
{
a_Player.SendAboveActionBarMessage("You can only sleep at night and during thunderstorms");
return true;
}
// Check if the bed is occupied:
if ((Meta & 0x04) == 0x04)
{
a_Player.SendAboveActionBarMessage("This bed is occupied");
return true;
}
// Cannot sleep if there are hostile mobs nearby:
if (
!a_Player.GetWorld()->ForEachEntityInBox({ a_Player.GetPosition().addedY(-5), 8, 10 }, [](cEntity & a_Entity)
{
return a_Entity.IsMob() && (static_cast<cMonster&>(a_Entity).GetMobFamily() == cMonster::mfHostile);
})
)
{
a_Player.SendAboveActionBarMessage("You may not rest now, there are monsters nearby");
return true;
}
// This will broadcast "use bed" for the pillow block, if the player can sleep:
a_Player.SetIsInBed(true);
// Check sleeping was successful, if not, bail:
if (!a_Player.IsInBed())
{
return true;
}
// Occupy the bed, where 0x4 = occupied bit:
a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta | 0x04);
a_Player.GetStatistics().Custom[CustomStatistic::SleepInBed]++;
// When sleeping, the player's bounding box moves to approximately where his head is.
// Set the player's position to somewhere close to the edge of the pillow block:
a_Player.SetPosition(Vector3f(0.4f, 1, 0.4f) * MetaDataToDirection(Meta & 0x03) + Vector3f(0.5f, 0.6875, 0.5f) + a_BlockPos);
// Fast-forward the time if all players in the world are in their beds:
if (a_WorldInterface.ForEachPlayer([](cPlayer & a_OtherPlayer) { return !a_OtherPlayer.IsInBed(); }))
{
a_WorldInterface.ForEachPlayer([&a_ChunkInterface](cPlayer & a_OtherPlayer)
{
VacateBed(a_ChunkInterface, a_OtherPlayer);
return false;
});
a_WorldInterface.SetTimeOfDay(0_tick);
}
return true;
}
cItems cBlockBedHandler::ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const
{
// Drops handled by the block entity:
return {};
}