#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "NetherPortalScanner.h"
#include "BlockInfo.h"
#include "Entities/Entity.h"
#include "World.h"
const double cNetherPortalScanner::OutOffset = 0.5;
const double cNetherPortalScanner::AcrossOffset = 0.5;
cNetherPortalScanner::cNetherPortalScanner(cEntity & a_MovingEntity, cWorld & a_DestinationWorld, Vector3d a_DestPosition, int a_MaxY) :
m_EntityID(a_MovingEntity.GetUniqueID()),
m_SourceWorld(*a_MovingEntity.GetWorld()),
m_World(a_DestinationWorld),
m_FoundPortal(false),
m_BuildPlatform(true),
m_Dir(Direction::X),
m_PortalLoc(a_DestPosition.Floor()),
m_Position(a_DestPosition),
m_MaxY(a_MaxY)
{
int MinX = FloorC((m_Position.x - SearchRadius) / cChunkDef::Width);
int MinZ = FloorC((m_Position.z - SearchRadius) / cChunkDef::Width);
int MaxX = CeilC((m_Position.x + SearchRadius) / cChunkDef::Width);
int MaxZ = CeilC((m_Position.z + SearchRadius) / cChunkDef::Width);
for (int x = MinX; x < MaxX; x++)
{
for (int z = MinZ; z < MaxZ; z++)
{
Add(x, z);
}
}
Enable(*a_DestinationWorld.GetChunkMap());
}
void cNetherPortalScanner::OnChunkAvailable(int a_ChunkX, int a_ChunkZ)
{
cChunkDef::BlockTypes blocks;
m_World.GetChunkBlockTypes(a_ChunkX, a_ChunkZ, blocks);
// Iterate through all of the blocks in the chunk
for (unsigned int i = 0; i < cChunkDef::NumBlocks; i++)
{
if (blocks[i] == E_BLOCK_NETHER_PORTAL)
{
Vector3i Coordinate = cChunkDef::IndexToCoordinate(i);
if (Coordinate.y >= m_MaxY)
{
// This is above the map, don't consider it.
continue;
}
Vector3d PortalLoc = Vector3d(Coordinate.x + a_ChunkX * cChunkDef::Width, Coordinate.y, Coordinate.z + a_ChunkZ * cChunkDef::Width);
if (!m_FoundPortal)
{
m_FoundPortal = true;
m_PortalLoc = PortalLoc;
}
else
{
if ((PortalLoc - m_Position).SqrLength() < (m_PortalLoc - m_Position).SqrLength())
{
m_FoundPortal = true;
m_PortalLoc = PortalLoc;
}
}
}
}
}
bool cNetherPortalScanner::IsValidBuildLocation(Vector3i a_BlockPos)
{
// Check the base
for (int i = 0; i < SearchSolidBaseWidth; i++)
{
for (int j = 0; j < PortalLength; j++)
{
BLOCKTYPE blocktype = m_World.GetBlock(a_BlockPos.x + i, a_BlockPos.y, a_BlockPos.z + j);
if (!cBlockInfo::IsSolid(blocktype))
{
return false;
}
// Check the airspace
for (int k = 1; k < PortalHeight; k++)
{
blocktype = m_World.GetBlock(a_BlockPos.x + i, a_BlockPos.y + k, a_BlockPos.z + j);
if (blocktype != E_BLOCK_AIR)
{
return false;
}
}
}
}
return true;
}
bool cNetherPortalScanner::OnAllChunksAvailable(void)
{
if (m_FoundPortal)
{
// Find the bottom of this portal
while (m_World.GetBlock(m_PortalLoc.x, m_PortalLoc.y, m_PortalLoc.z) == E_BLOCK_NETHER_PORTAL)
{
m_PortalLoc.y -= 1;
}
m_PortalLoc.y += 1;
// Figure out which way the portal is facing
int BXP = m_World.GetBlock(m_PortalLoc.x + 1, m_PortalLoc.y, m_PortalLoc.z);
int BXM = m_World.GetBlock(m_PortalLoc.x - 1, m_PortalLoc.y, m_PortalLoc.z);
if ((BXP == E_BLOCK_NETHER_PORTAL) || (BXM == E_BLOCK_NETHER_PORTAL))
{
// The long axis is along X
m_Dir = Direction::X;
}
else
{
// The long axis is along Z
m_Dir = Direction::Y;
}
}
else
{
// Scan the area for a suitable location
int minx = FloorC(m_Position.x) - BuildSearchRadius;
int minz = FloorC(m_Position.z) - BuildSearchRadius;
int maxx = FloorC(m_Position.x) + BuildSearchRadius;
int maxz = FloorC(m_Position.z) + BuildSearchRadius;
int maxy = m_MaxY;
std::vector<Vector3i> Possibilities;
int x, y, z;
for (y = 0; y < maxy - PortalHeight; y++)
{
for (x = minx; x < maxx - PortalLength; x++)
{
for (z = minz; z < maxz - SearchSolidBaseWidth; z++)
{
Vector3i Location = Vector3i(x, y, z);
if (IsValidBuildLocation(Location))
{
Possibilities.push_back(Vector3i(x, y, z));
}
}
}
}
if (Possibilities.size() > 0)
{
m_BuildPlatform = false;
// Find the nearest
double DistanceToClosest = (Possibilities[0] - m_Position).SqrLength();
Vector3i Closest = Possibilities[0];
for (const auto & itr : Possibilities)
{
double Distance = (itr - m_Position).SqrLength();
if (Distance < DistanceToClosest)
{
DistanceToClosest = Distance;
Closest = itr;
}
}
m_PortalLoc = Closest;
}
}
return true;
}
void cNetherPortalScanner::BuildNetherPortal(Vector3i a_Location, Direction a_Direction, bool a_IncludePlatform)
{
int x = a_Location.x;
int y = a_Location.y;
int z = a_Location.z;
// Clear a 3x4x4 area starting right above the base
for (int i = 0; i < SearchSolidBaseWidth; i++)
{
for (int j = 0; j < PortalLength; j++)
{
for (int k = 1; k < PortalHeight; k++)
{
if (a_Direction == Direction::Y)
{
m_World.SetBlock(x + i, y + k, z + j, E_BLOCK_AIR, 0);
}
else if (a_Direction == Direction::X)
{
m_World.SetBlock(x + j, y + k, z + i, E_BLOCK_AIR, 0);
}
}
}
}
// Put in an obsidian base
if (a_IncludePlatform)
{
for (int j = 0; j < PortalLength; j++)
{
// +2 on the short axis because that's where we deposit the entity
if (a_Direction == Direction::Y)
{
m_World.SetBlock(x + 2, y, z + j, E_BLOCK_OBSIDIAN, 0);
}
else if (a_Direction == Direction::X)
{
m_World.SetBlock(x + j, y, z + 2, E_BLOCK_OBSIDIAN, 0);
}
}
}
// Build an obsidian frame
for (int i = 0; i < PortalHeight; i++)
{
if (a_Direction == Direction::Y)
{
m_World.SetBlock(x + 1, y + i, z, E_BLOCK_OBSIDIAN, 0);
m_World.SetBlock(x + 1, y + i, z + 3, E_BLOCK_OBSIDIAN, 0);
}
else if (a_Direction == Direction::X)
{
m_World.SetBlock(x, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
m_World.SetBlock(x + 3, y + i, z + 1, E_BLOCK_OBSIDIAN, 0);
}
}
for (int i = 0; i < PortalLength; i++)
{
if (a_Direction == Direction::Y)
{
m_World.SetBlock(x + 1, y + 4, z + i, E_BLOCK_OBSIDIAN, 0);
m_World.SetBlock(x + 1, y, z + i, E_BLOCK_OBSIDIAN, 0);
}
else if (a_Direction == Direction::X)
{
m_World.SetBlock(x + i, y + 4, z + 1, E_BLOCK_OBSIDIAN, 0);
m_World.SetBlock(x + i, y, z + 1, E_BLOCK_OBSIDIAN, 0);
}
}
// Fill the frame (place a fire in the bottom)
m_World.SetBlock(x + 1, y + 1, z + 1, E_BLOCK_FIRE, 0);
}
void cNetherPortalScanner::OnDisabled(void)
{
// Now we actually move the player
if (!m_FoundPortal)
{
// Build a new nether portal.
FLOGD("Building nether portal at {0}", m_PortalLoc);
BuildNetherPortal(m_PortalLoc, m_Dir, m_BuildPlatform);
m_PortalLoc.x += 1;
m_PortalLoc.y += 1;
m_PortalLoc.z += 1;
}
// Put the entity near the opening
Vector3d Position = m_PortalLoc;
if (m_Dir == Direction::Y)
{
Position.x += OutOffset;
Position.z += AcrossOffset;
}
else if (m_Dir == Direction::X)
{
Position.x += AcrossOffset;
Position.z += OutOffset;
}
auto EntityID = m_EntityID;
auto & DestinationWorld = m_World;
auto DestinationPosition = Position;
// Lookup our warping entity by ID
// Necessary as they may have been destroyed in the meantime (#4582)
// And since this is called from the destination world's thread queue a task on the source world
m_SourceWorld.QueueTask(
[EntityID, &DestinationWorld, DestinationPosition](cWorld & a_World)
{
a_World.DoWithEntityByID(
EntityID,
[&DestinationWorld, &DestinationPosition](cEntity & a_Entity)
{
FLOGD("Placing player at {0}", DestinationPosition);
a_Entity.MoveToWorld(DestinationWorld, DestinationPosition, true, false);
return true;
}
);
}
);
delete this;
}