// 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"
#include "../BlockEntities/BedEntity.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,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const
{
// 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;
}
// Sleeping is allowed only during night and thunderstorms:
if (
!(((a_WorldInterface.GetTimeOfDay() > 12541) && (a_WorldInterface.GetTimeOfDay() < 23458)) ||
(a_Player.GetWorld()->GetWeather() == wThunderstorm))
) // Source: https://minecraft.gamepedia.com/Bed#Sleeping
{
a_Player.SendAboveActionBarMessage("You can only sleep at night and during thunderstorms");
// Try to set home position anyway:
SetBedPos(a_Player, a_BlockPos);
return true;
}
// Check if the bed is occupied:
auto Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
if ((Meta & 0x04) == 0x04)
{
a_Player.SendMessageFailure("This bed is occupied");
return true;
}
// Cannot sleep if there are hostile mobs nearby:
auto FindMobs = [](cEntity & a_Entity)
{
return (
(a_Entity.GetEntityType() == cEntity::etMonster) &&
(static_cast<cMonster&>(a_Entity).GetMobFamily() == cMonster::mfHostile)
);
};
if (!a_Player.GetWorld()->ForEachEntityInBox(cBoundingBox(a_Player.GetPosition() - Vector3i(0, 5, 0), 8, 10), FindMobs))
{
a_Player.SendAboveActionBarMessage("You may not rest now, there are monsters nearby");
return true;
}
// Broadcast the "Use bed" for the pillow block:
if ((Meta & 0x8) == 0x8)
{
// Is pillow
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, a_BlockPos);
}
else
{
// Is foot end
VERIFY((Meta & 0x04) != 0x04); // Occupied flag should never be set, else our compilator (intended) is broken
auto PillowPos = a_BlockPos + MetaDataToDirection(Meta & 0x03);
if (a_ChunkInterface.GetBlock(PillowPos) == E_BLOCK_BED) // Must always use pillow location for sleeping
{
a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, PillowPos);
}
}
// Occupy the bed:
SetBedPos(a_Player, a_BlockPos);
SetBedOccupationState(a_ChunkInterface, a_Player.GetLastBedPos(), true);
a_Player.SetIsInBed(true);
a_Player.GetStatManager().AddValue(Statistic::SleepInBed);
// Fast-forward the time if all players in the world are in their beds:
auto TimeFastForwardTester = [](cPlayer & a_OtherPlayer)
{
return !a_OtherPlayer.IsInBed();
};
if (a_WorldInterface.ForEachPlayer(TimeFastForwardTester))
{
a_WorldInterface.ForEachPlayer([&](cPlayer & a_OtherPlayer)
{
cBlockBedHandler::SetBedOccupationState(a_ChunkInterface, a_OtherPlayer.GetLastBedPos(), false);
a_OtherPlayer.SetIsInBed(false);
return false;
}
);
a_WorldInterface.SetTimeOfDay(0);
a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta & 0x0b); // Clear the "occupied" bit of the bed's block
}
return true;
}
void cBlockBedHandler::OnPlacedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const sSetBlock & a_BlockChange) const
{
a_Player.GetWorld()->DoWithBedAt(a_BlockChange.GetX(), a_BlockChange.GetY(), a_BlockChange.GetZ(), [&](cBedEntity & a_Bed)
{
a_Bed.SetColor(a_Player.GetEquippedItem().m_ItemDamage);
return true;
}
);
}
cItems cBlockBedHandler::ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const
{
// Drops handled by the block entity:
return {};
}
void cBlockBedHandler::SetBedPos(cPlayer & a_Player, const Vector3i a_BedPosition)
{
if (a_Player.GetLastBedPos() != a_BedPosition)
{
a_Player.SetBedPos(a_BedPosition);
a_Player.SendMessageSuccess("Home position set successfully");
}
}