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authorSamuel Barney <samjbarney@gmail.com>2015-08-19 19:05:30 +0200
committerSamuel Barney <samjbarney@gmail.com>2015-08-19 19:05:30 +0200
commitb5ed23d2a6696586b70b11a1bed51f4565079e5d (patch)
treed4c4ebe5a88eaeba8ce9d53122c9eb92e297870c /src/Blocks/BlockPlant.h
parentMerge pull request #2439 from cuberite/AppveyorYml (diff)
parent* Logic for handling plant growth has been centralized into cBlockPlant, and all growable plants now inherit from it. (diff)
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Diffstat (limited to '')
-rw-r--r--src/Blocks/BlockPlant.h132
1 files changed, 132 insertions, 0 deletions
diff --git a/src/Blocks/BlockPlant.h b/src/Blocks/BlockPlant.h
new file mode 100644
index 000000000..0e6aca7eb
--- /dev/null
+++ b/src/Blocks/BlockPlant.h
@@ -0,0 +1,132 @@
+
+// BlockPlant.h
+
+// Base class for any growing block
+
+
+
+
+
+#pragma once
+
+#include "BlockHandler.h"
+
+class cBlockPlant : public cBlockHandler
+{
+ typedef cBlockHandler Super;
+ bool m_NeedLightToGrow;
+public:
+ cBlockPlant(BLOCKTYPE a_BlockType, bool a_LightToGrow)
+ : Super(a_BlockType), m_NeedLightToGrow(a_LightToGrow){}
+
+protected:
+ enum PlantAction
+ {
+ paDeath,
+ paGrowth,
+ paStay
+ };
+
+ /** Checks whether there is enough light for the plant to grow.
+ If the plant doesn't require light to grow, then it returns paGrowth.
+ If the plant requires light to grow and there is enough light, it returns paGrowth.
+ If the plant requires light to grow and there isn't enough light, it returns paStay.
+ If the plant requires light to grow and there is too little light, it returns paDeath.
+ */
+ PlantAction HasEnoughLight(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+ {
+ // If the plant requires light to grow, check to see if there is enough light
+ // Otherwise, return true
+ if (m_NeedLightToGrow)
+ {
+ NIBBLETYPE Blocklight = a_Chunk.GetBlockLight(a_RelX, a_RelY, a_RelZ);
+ NIBBLETYPE SkyLight = a_Chunk.GetSkyLight (a_RelX, a_RelY, a_RelZ);
+ NIBBLETYPE Light = a_Chunk.GetTimeAlteredLight(SkyLight);
+
+ // If the amount of light provided by blocks is greater than the sky light, use it instead
+ if (Blocklight > Light)
+ {
+ Light = Blocklight;
+ }
+
+ // Return true if there is enough light
+ // Set m_ShouldDie if the base light amounts are not enough to sustain a plant
+ if (Light > 8)
+ {
+ return paGrowth;
+ }
+ else if (Blocklight < 9 && SkyLight < 9)
+ {
+ return paDeath;
+ }
+
+ return paStay;
+ }
+
+ return paGrowth;
+ }
+
+ /** Checks whether a plant can grow grow, based on what is returned from cBlockPlant::HasEnoughLight
+ and a random check based on what is returned from cBlockPlant::GetGrowthChance.
+ Can return three values.
+ paGrowth when the conditions are right for the plant to grow.
+ paStay when the conditions are not quite right.
+ paDeath is returned when there isn't enough light for the plant to survive.
+ Plants that don't require light will never have a paDeath returned
+ */
+ virtual PlantAction CanGrow(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+ {
+ cFastRandom rand;
+ // Plant can grow if it has the required amount of light, and it passes a random chance based on surrounding blocks
+ PlantAction Action = HasEnoughLight(a_Chunk, a_RelX, a_RelY, a_RelZ);
+ if ((Action == paGrowth) && (rand.NextInt(GetGrowthChance(a_Chunk, a_RelX, a_RelY, a_RelZ)) != 0))
+ {
+ Action = paStay;
+ }
+ return Action;
+ }
+
+ /** Generates a int value between 4 and 25 based on surrounding blocks that affect how quickly the plant grows.
+ The higher the value, the less likely the plant is to grow */
+ virtual int GetGrowthChance(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+ {
+ float Chance = 1.0f;
+ a_RelY -= 1;
+ for (int x = -1; x < 2; ++x)
+ {
+ for (int z = -1; z < 2; ++z)
+ {
+ float Adjustment = 0.0f;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+
+ // If the chunk we are trying to get the block information from is loaded
+ if (a_Chunk.UnboundedRelGetBlock(a_RelX + x, a_RelY, a_RelZ + z, Block, Meta))
+ {
+ cBlockHandler * Handler = cBlockInfo::Get(Block).m_Handler;
+
+ // If the block affects growth, add to the adjustment
+ if (Handler->CanSustainPlant(m_BlockType))
+ {
+ Adjustment = 1.0f;
+
+ // Farmland alters the chance further if it is watered
+ if ((Block == E_BLOCK_FARMLAND) && (Meta != 0))
+ {
+ Adjustment = 3.0f;
+ }
+ }
+ }
+
+ // If this is not the block right underneath the plant, it has little effect on the growth
+ if ((x != 0) || (z != 0))
+ {
+ Adjustment /= 4.0f;
+ }
+
+ Chance += Adjustment;
+ }
+ }
+ return FloorC(24.0f / Chance) + 1;
+ }
+};