From f8de67aace4e65ff4c34a1f46f6d8b258b6839aa Mon Sep 17 00:00:00 2001 From: 12xx12 <12xx12100@gmail.com> Date: Thu, 17 Sep 2020 16:16:20 +0200 Subject: Added end portal and enchanting table block entities --- src/Blocks/BlockEndPortalFrame.h | 160 --------------------------------------- 1 file changed, 160 deletions(-) (limited to 'src/Blocks/BlockEndPortalFrame.h') 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 -- cgit v1.2.3