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path: root/src/Blocks/BlockBed.cpp
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// 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 {};
}