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-rw-r--r--src/Blocks/BlockEndPortalFrame.h160
1 files changed, 0 insertions, 160 deletions
diff --git a/src/Blocks/BlockEndPortalFrame.h b/src/Blocks/BlockEndPortalFrame.h
index be67bb4f9..567de8bcc 100644
--- a/src/Blocks/BlockEndPortalFrame.h
+++ b/src/Blocks/BlockEndPortalFrame.h
@@ -82,166 +82,6 @@ public:
- virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
- {
- // E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it.
- // LOG("PortalPlaced, meta %d", a_BlockMeta);
- if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE)
- {
- // LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ);
- // Direction is the first two bits, masked by 0x3
- FindAndSetPortal(a_BlockPos, a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface);
- }
- }
-
-
-
-
-
- /** Returns false if portal cannot be made, true if portal was made. */
- bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
- {
- /*
- PORTAL FINDING ALGORITH
- =======================
- - Get clicked base block
- - Check diagonally (clockwise) for another portal block
- - if exists, and has eye, Continue. Abort if any are facing the wrong direction.
- - if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block.
- - After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle.
- - Track the NorthWest Corner, and the dimensions.
- - If dimensions are valid, create the portal.
- */
-
- static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise");
-
- const int MIN_PORTAL_WIDTH = 3;
- const int MAX_PORTAL_WIDTH = 4;
-
- // Directions to use for the clockwise traversal.
- static const Vector3i Left[] =
- {
- { 1, 0, 0}, // 0, South, left block is East / XP
- { 0, 0, 1}, // 1, West, left block is South / ZP
- {-1, 0, 0}, // 2, North, left block is West / XM
- { 0, 0, -1}, // 3, East, left block is North / ZM
- };
- static const Vector3i LeftForward[] =
- {
- { 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP
- {-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP
- {-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM
- { 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM
- };
-
-
- int EdgesComplete = -1; // We start search _before_ finding the first edge
- Vector3i NorthWestCorner;
- int EdgeWidth[4] = { 1, 1, 1, 1 };
- NIBBLETYPE CurrentDirection = a_Direction;
- Vector3i CurrentPos = a_FirstFrame;
-
- // Scan clockwise until we have seen all 4 edges
- while (EdgesComplete < 4)
- {
- // Check if we are at a corner
- Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection];
- if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos)))
- {
- // We have found the corner, move clockwise to next edge
- if (CurrentDirection == E_META_END_PORTAL_FRAME_XP)
- {
- // We are on the NW (XM, ZM) Corner
- // Relative to the previous frame, the portal should appear to the right of this portal frame.
- NorthWestCorner = NextPos - Left[CurrentDirection];
- }
-
- if (EdgesComplete == -1)
- {
- // Reset current width, we will revisit it last
- EdgeWidth[CurrentDirection] = 1;
- }
-
- // Rotate 90 degrees clockwise
- CurrentDirection = (CurrentDirection + 1) % 4;
- EdgesComplete++;
- }
- else
- {
- // We are not at a corner, keep walking the edge
- NextPos = CurrentPos + Left[CurrentDirection];
-
- EdgeWidth[CurrentDirection]++;
- if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH)
- {
- // Don't build a portal that is too long.
- return false;
- }
- }
-
- if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection))
- {
- // Neither the edge nor the corner are valid portal blocks.
- return false;
- }
-
- CurrentPos = NextPos;
- }
-
- if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3]))
- {
- // Mismatched Portal Dimensions.
- return false;
- }
- if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH))
- {
- // Portal too small.
- return false;
- }
-
- // LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z);
- // LOG("%d by %d", Width[0], Width[1]);
- for (int i = 0; i < EdgeWidth[0]; i++)
- {
- for (int j = 0; j < EdgeWidth[1]; j++)
- {
- a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0);
- // TODO: Create block entity so portal doesn't become invisible on relog.
- }
- }
- return true;
- }
-
-
-
-
-
- /** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
- bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace)
- {
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
-
- return (
- a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) &&
- (BlockType == E_BLOCK_END_PORTAL_FRAME) &&
- (BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE))
- );
- }
-
-
-
-
- /** Return true if this block is a portal frame. */
- bool IsPortalFrame(BLOCKTYPE BlockType)
- {
- return (BlockType == E_BLOCK_END_PORTAL_FRAME);
- }
-
-
-
-
-
virtual bool IsClickedThrough(void) override
{
// TODO: Colision