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
|
// BlockFarmland.h
// Declares the cBlcokFarmlandHandler representing the block handler for farmland
#pragma once
#include "BlockHandler.h"
#include "../BlockArea.h"
class cBlockFarmlandHandler final :
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
{
return cItem(E_BLOCK_DIRT, 1, 0);
}
virtual void OnUpdate(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cBlockPluginInterface & a_PluginInterface,
cChunk & a_Chunk,
const Vector3i a_RelPos
) const override
{
auto BlockMeta = a_Chunk.GetMeta(a_RelPos);
if (IsWaterInNear(a_Chunk, a_RelPos))
{
// Water was found, set block meta to 7
a_Chunk.FastSetBlock(a_RelPos, m_BlockType, 7);
return;
}
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
a_Chunk.FastSetBlock(a_RelPos, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
auto UpperBlock = cChunkDef::IsValidHeight(a_RelPos.y + 1) ? a_Chunk.GetBlock(a_RelPos.addedY(1)) : E_BLOCK_AIR;
switch (UpperBlock)
{
case E_BLOCK_BEETROOTS:
case E_BLOCK_CROPS:
case E_BLOCK_POTATOES:
case E_BLOCK_CARROTS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
{
// Produce on top, don't revert
break;
}
default:
{
a_Chunk.SetBlock(a_RelPos, E_BLOCK_DIRT, 0);
break;
}
}
}
virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const override
{
// Don't care about any neighbor but the one above us (fix recursion loop in #2213):
if (a_WhichNeighbor != BLOCK_FACE_YP)
{
return;
}
// Don't care about anything if we're at the top of the world:
if (a_BlockPos.y >= cChunkDef::Height)
{
return;
}
// Check whether we should revert to dirt:
auto upperBlock = a_ChunkInterface.GetBlock(a_BlockPos.addedY(1));
if (cBlockInfo::FullyOccupiesVoxel(upperBlock))
{
a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_DIRT, 0);
}
}
/** Returns true if there's either a water source block close enough to hydrate the specified position, or it's raining there. */
static bool IsWaterInNear(const cChunk & a_Chunk, const Vector3i a_RelPos)
{
if (a_Chunk.IsWeatherWetAt(a_RelPos.addedY(1)))
{
// Rain hydrates farmland, too
return true;
}
const auto WorldPos = a_Chunk.RelativeToAbsolute(a_RelPos);
// Search for water in a close proximity:
// Ref.: https://minecraft.gamepedia.com/Farmland#Hydration
// TODO: Rewrite this to use the chunk and its neighbors directly
cBlockArea Area;
if (!Area.Read(*a_Chunk.GetWorld(), WorldPos - Vector3i(4, 0, 4), WorldPos + Vector3i(4, 1, 4)))
{
// Too close to the world edge, cannot check surroundings
return false;
}
size_t NumBlocks = Area.GetBlockCount();
BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
for (size_t i = 0; i < NumBlocks; i++)
{
if (IsBlockWater(BlockTypes[i]))
{
return true;
}
} // for i - BlockTypes[]
return false;
}
virtual bool CanSustainPlant(BLOCKTYPE a_Plant) const override
{
return (
(a_Plant == E_BLOCK_BEETROOTS) ||
(a_Plant == E_BLOCK_CROPS) ||
(a_Plant == E_BLOCK_CARROTS) ||
(a_Plant == E_BLOCK_POTATOES) ||
(a_Plant == E_BLOCK_MELON_STEM) ||
(a_Plant == E_BLOCK_PUMPKIN_STEM)
);
}
} ;
|