summaryrefslogtreecommitdiffstats
path: root/src/Blocks/BlockButton.h
blob: 896fd58d6db7d402836ab0f0f7998f181ba51cf6 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
#pragma once

#include "BlockHandler.h"
#include "../BlockInfo.h"
#include "../Chunk.h"
#include "Mixins.h"
#include "ChunkInterface.h"




class cBlockButtonHandler final :
	public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x07, 0x04, 0x01, 0x03, 0x02, true>>
{
	using Super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x07, 0x04, 0x01, 0x03, 0x02, true>>;

public:

	using Super::Super;

	/** Extracts the ON bit from metadata and returns if true if it is set */
	static bool IsButtonOn(NIBBLETYPE a_Meta)
	{
		return (a_Meta & 0x08) == 0x08;
	}

	/** Event handler for an arrow striking a block.
	Performs appropriate handling if the arrow intersected a wooden button. */
	static void OnArrowHit(cWorld & a_World, const Vector3i a_Position, const eBlockFace a_HitFace)
	{
		BLOCKTYPE Type;
		NIBBLETYPE Meta;
		const auto Pos = AddFaceDirection(a_Position, a_HitFace);

		if (
			!a_World.GetBlockTypeMeta(Pos, Type, Meta) ||
			IsButtonOn(Meta) ||
			!IsButtonPressedByArrow(a_World, Pos, Type, Meta)
		)
		{
			// Bail if we're not specifically a wooden button, or it's already on
			// or if the arrow didn't intersect. It is very important that nothing is
			// done if the button is depressed, since the release task will already be queued
			return;
		}

		a_World.SetBlockMeta(Pos, Meta | 0x08);
		a_World.WakeUpSimulators(Pos);

		// sound name is ok to be wood, because only wood gets triggered by arrow
		a_World.GetBroadcastManager().BroadcastSoundEffect("block.wood_button.click_on", Pos, 0.5f, 0.6f);

		// Queue a button reset
		QueueButtonRelease(a_World, Pos, Type);
	}

private:

	virtual bool OnUse(
		cChunkInterface & a_ChunkInterface,
		cWorldInterface & a_WorldInterface,
		cPlayer & a_Player,
		const Vector3i a_BlockPos,
		eBlockFace a_BlockFace,
		const Vector3i a_CursorPos
	) const override
	{
		NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);

		// If button is already on, do nothing:
		if (IsButtonOn(Meta))
		{
			return false;
		}

		// Set the ON bit to on
		Meta |= 0x08;

		const auto SoundToPlay = (m_BlockType == E_BLOCK_STONE_BUTTON) ? "block.stone_button.click_on" : "block.wood_button.click_on";

		a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta);
		a_WorldInterface.WakeUpSimulators(a_BlockPos);
		a_WorldInterface.GetBroadcastManager().BroadcastSoundEffect(SoundToPlay, a_BlockPos, 0.5f, 0.6f, a_Player.GetClientHandle());

		// Queue a button reset (unpress)
		QueueButtonRelease(*a_Player.GetWorld(), a_BlockPos, m_BlockType);

		return true;
	}





	virtual bool IsUseable(void) const override
	{
		return true;
	}





	/** Converts the block meta of this button into a block face of the neighbor to which the button is attached. */
	inline static eBlockFace BlockMetaDataToBlockFace(NIBBLETYPE a_Meta)
	{
		switch (a_Meta & 0x7)
		{
			case 0x0: return BLOCK_FACE_YM;
			case 0x1: return BLOCK_FACE_XP;
			case 0x2: return BLOCK_FACE_XM;
			case 0x3: return BLOCK_FACE_ZP;
			case 0x4: return BLOCK_FACE_ZM;
			case 0x5: return BLOCK_FACE_YP;
			default:
			{
				ASSERT(!"Unhandled block meta!");
				return BLOCK_FACE_NONE;
			}
		}
	}





	virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
	{
		auto SupportRelPos = AddFaceDirection(a_Position, BlockMetaDataToBlockFace(a_Meta), true);
		if (!cChunkDef::IsValidHeight(SupportRelPos.y))
		{
			return false;
		}
		BLOCKTYPE SupportBlockType;
		a_Chunk.UnboundedRelGetBlockType(SupportRelPos, SupportBlockType);

		return cBlockInfo::FullyOccupiesVoxel(SupportBlockType);
	}





	virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
	{
		UNUSED(a_Meta);
		return 0;
	}

	/** Schedules a recurring event at appropriate intervals to release a button at a given position.
	The given block type is checked when the task is executed to ensure the position still contains a button. */
	static void QueueButtonRelease(cWorld & a_ButtonWorld, const Vector3i a_Position, const BLOCKTYPE a_BlockType)
	{
		const auto TickDelay = (a_BlockType == E_BLOCK_STONE_BUTTON) ? 20_tick : 30_tick;
		a_ButtonWorld.ScheduleTask(
			TickDelay,
			[a_Position, a_BlockType](cWorld & a_World)
			{
				BLOCKTYPE Type;
				NIBBLETYPE Meta;

				if (
					!a_World.GetBlockTypeMeta(a_Position, Type, Meta) ||
					(Type != a_BlockType) || !IsButtonOn(Meta)
				)
				{
					// Total failure or block changed, bail
					return;
				}

				if (IsButtonPressedByArrow(a_World, a_Position, Type, Meta))
				{
					// Try again in a little while
					QueueButtonRelease(a_World, a_Position, a_BlockType);
					return;
				}

				// Block hasn't change in the meantime; release it
				const auto SoundToPlayOnRelease = (Type == E_BLOCK_STONE_BUTTON) ? "block.stone_button.click_off" : "block.wood_button.click_off";

				a_World.SetBlockMeta(a_Position, Meta & 0x07);
				a_World.WakeUpSimulators(a_Position);
				a_World.BroadcastSoundEffect(SoundToPlayOnRelease, a_Position, 0.5f, 0.5f);
			}
		);
	}

	/** Returns true if an arrow was found in the wooden button */
	static bool IsButtonPressedByArrow(cWorld & a_World, const Vector3i a_ButtonPosition, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_Meta)
	{
		if (a_BlockType != E_BLOCK_WOODEN_BUTTON)
		{
			return false;
		}

		const auto FaceOffset = GetButtonOffsetOnBlock(a_Meta);
		const bool FoundArrow = !a_World.ForEachEntityInBox(
			cBoundingBox(FaceOffset + a_ButtonPosition, 0.2, 0.2),
			[](cEntity & a_Entity)
			{
				return a_Entity.IsArrow();
			}
		);

		return FoundArrow;
	}

	/** Returns an offset to the integer world coordinates of a button.
	Applying this offset yields the centre of the button's bounding box,
	in terms of the position within the block the button with given meta occupies.

	TODO: this is only approximate, return the exact bbox instead. */
	static Vector3d GetButtonOffsetOnBlock(NIBBLETYPE a_Meta)
	{
		switch (BlockMetaDataToBlockFace(a_Meta))
		{
			case BLOCK_FACE_YM: return { 0.5, 1, 0.5 };
			case BLOCK_FACE_XP: return { 0, 0.5, 0.5 };
			case BLOCK_FACE_XM: return { 1, 0.5, 0.5 };
			case BLOCK_FACE_ZP: return { 0.5, 0.5, 0 };
			case BLOCK_FACE_ZM: return { 0.5, 0.5, 1 };
			case BLOCK_FACE_YP: return { 0.5, 0, 0.5 };
			case BLOCK_FACE_NONE:
			{
				break;
			}
		}
		UNREACHABLE("Unhandled block face!");
	}
} ;