#pragma once
#include "BlockHandler.h"
#include "../FastRandom.h"
#include "../BlockArea.h"
// Leaves can be this many blocks that away (inclusive) from the log not to decay
#define LEAVES_CHECK_DISTANCE 6
class cBlockLeavesHandler final :
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
static double FortuneDropProbability(unsigned char a_DefaultDenominator, unsigned char a_FirstDenominatorReduction, unsigned char a_FortuneLevel)
{
// Fortune 3 behaves like fortune 4 for some reason
if (a_FortuneLevel == 3)
{
a_FortuneLevel++;
}
// Denominator, capped at minimum of 10.
const auto Denominator = std::max<unsigned char>(10, a_DefaultDenominator - a_FortuneLevel * a_FirstDenominatorReduction);
return 1.0 / Denominator;
}
/** Returns true if the area contains a continous path from the specified block to a log block entirely made out of leaves blocks. */
static bool HasNearLog(cBlockArea & a_Area, const Vector3i a_BlockPos)
{
// Filter the blocks into a {leaves, log, other (air)} set:
auto * Types = a_Area.GetBlockTypes();
for (size_t i = a_Area.GetBlockCount() - 1; i > 0; i--)
{
switch (Types[i])
{
case E_BLOCK_LEAVES:
case E_BLOCK_LOG:
case E_BLOCK_NEW_LEAVES:
case E_BLOCK_NEW_LOG:
{
break;
}
default:
{
Types[i] = E_BLOCK_AIR;
break;
}
}
} // for i - Types[]
// Perform a breadth-first search to see if there's a log connected within 4 blocks of the leaves block:
// Simply replace all reachable leaves blocks with a sponge block plus iteration (in the Area) and see if we can reach a log
a_Area.SetBlockType(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_SPONGE);
for (int i = 0; i < LEAVES_CHECK_DISTANCE; i++)
{
auto ProcessNeighbor = [&a_Area, i](int cbx, int cby, int cbz) -> bool
{
switch (a_Area.GetBlockType(cbx, cby, cbz))
{
case E_BLOCK_LEAVES: a_Area.SetBlockType(cbx, cby, cbz, static_cast<BLOCKTYPE>(E_BLOCK_SPONGE + i + 1)); break;
case E_BLOCK_LOG: return true;
case E_BLOCK_NEW_LEAVES: a_Area.SetBlockType(cbx, cby, cbz, static_cast<BLOCKTYPE>(E_BLOCK_SPONGE + i + 1)); break;
case E_BLOCK_NEW_LOG: return true;
}
return false;
};
for (int y = std::max(a_BlockPos.y - i, 0); y <= std::min(a_BlockPos.y + i, cChunkDef::Height - 1); y++)
{
for (int z = a_BlockPos.z - i; z <= a_BlockPos.z + i; z++)
{
for (int x = a_BlockPos.x - i; x <= a_BlockPos.x + i; x++)
{
if (a_Area.GetBlockType(x, y, z) != E_BLOCK_SPONGE + i)
{
continue;
}
if (
ProcessNeighbor(x - 1, y, z) ||
ProcessNeighbor(x + 1, y, z) ||
ProcessNeighbor(x, y, z - 1) ||
ProcessNeighbor(x, y, z + 1) ||
ProcessNeighbor(x, y + 1, z) ||
ProcessNeighbor(x, y - 1, z)
)
{
return true;
}
} // for x
} // for z
} // for y
} // for i - BFS iterations
return false;
}
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
{
// If breaking with shears, drop self:
if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS))
{
return cItem(m_BlockType, 1, a_BlockMeta & 0x03);
}
// There is a chance to drop a sapling that varies depending on the type of leaf broken.
// Note: It is possible (though very rare) for a single leaves block to drop both a sapling and an apple
double DropProbability;
const auto FortuneLevel = ToolFortuneLevel(a_Tool);
auto & Random = GetRandomProvider();
cItems Res;
if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE))
{
// Jungle leaves have a 2.5% default chance of dropping a sapling.
DropProbability = FortuneDropProbability(40, 4, FortuneLevel);
}
else
{
// Other leaves have a 5% default chance of dropping a sapling.
DropProbability = FortuneDropProbability(20, 4, FortuneLevel);
}
if (Random.RandBool(DropProbability))
{
Res.Add(
E_BLOCK_SAPLING,
1,
(m_BlockType == E_BLOCK_LEAVES) ? (a_BlockMeta & 0x03) : static_cast<short>(4 + (a_BlockMeta & 0x01))
);
}
// 0.5 % chance of dropping an apple, increased by fortune, if the leaves' type is Apple Leaves
if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE))
{
DropProbability = FortuneDropProbability(200, 20, FortuneLevel);
if (Random.RandBool(DropProbability))
{
Res.Add(E_ITEM_RED_APPLE);
}
}
// 2% chance of dropping sticks (yuck) in 1.14
DropProbability = FortuneDropProbability(50, 5, FortuneLevel);
if (Random.RandBool(DropProbability))
{
// 1 or 2 sticks are dropped on success:
Res.Add(E_ITEM_STICK, Random.RandInt<char>(1, 2));
}
return Res;
}
virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const override
{
auto meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
// Set bit 0x08, so this block gets checked for decay:
if ((meta & 0x08) == 0)
{
a_ChunkInterface.SetBlockMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, meta | 0x8);
}
}
virtual void OnUpdate(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cBlockPluginInterface & a_PluginInterface,
cChunk & a_Chunk,
const Vector3i a_RelPos
) const override
{
auto Meta = a_Chunk.GetMeta(a_RelPos);
if ((Meta & 0x04) != 0)
{
// Player-placed leaves, don't decay
return;
}
if ((Meta & 0x08) == 0)
{
// These leaves have been checked for decay lately and nothing around them changed
return;
}
// Get the data around the leaves:
auto worldPos = a_Chunk.RelativeToAbsolute(a_RelPos);
cBlockArea Area;
if (!Area.Read(
*a_Chunk.GetWorld(),
worldPos - Vector3i(LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE),
worldPos + Vector3i(LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE, LEAVES_CHECK_DISTANCE),
cBlockArea::baTypes)
)
{
// Cannot check leaves, a chunk is missing too close
return;
}
if (HasNearLog(Area, worldPos))
{
// Wood found, the leaves stay; unset the check bit
a_Chunk.SetMeta(a_RelPos, Meta ^ 0x08);
return;
}
// Decay the leaves:
a_ChunkInterface.DropBlockAsPickups(worldPos);
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
return 7;
}
} ;