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#pragma once
#include "../Defines.h"
#include "../Item.h"
#include "../BoundingBox.h"
// fwd:
class cPlayer;
class cChunk;
class cBlockPluginInterface;
class cChunkInterface;
class cWorldInterface;
class cItems;
class cBlockHandler
{
public:
constexpr cBlockHandler(BLOCKTYPE a_BlockType) :
m_BlockType(a_BlockType)
{
}
/** Called when the block gets ticked either by a random tick or by a queued tick.
Note that the coords in a_RelPos are chunk-relative! */
virtual void OnUpdate(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cBlockPluginInterface & a_BlockPluginInterface,
cChunk & a_Chunk,
const Vector3i a_RelPos
) const;
/** Returns the relative bounding box that must be entity-free in
order for the block to be placed. a_XM, a_XP, etc. stand for the
blocktype of the minus-X neighbor, the positive-X neighbor, etc. */
virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) const;
/** Called before a block is placed into a world by player, by cItemHandler::GetPlacementBlockTypeMeta().
The handler should return true to allow placement, false to refuse.
a_PlacedBlockPos is the coords of the block being placed
a_ClickedBlockFace is the face of the neighbor block clicked by the client to place this block.
a_CursorPos is the position of the cursor within the neighbor's face
The descendant handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
The default handler uses the stored block type and meta copied from the lowest 4 bits of the player's equipped item's damage value. */
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface,
cPlayer & a_Player,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) const;
/** Called by cWorld::SetBlock() after the block has been set */
virtual void OnPlaced(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
Vector3i a_BlockPos,
BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta
) const {}
/** Called by cPlayer::PlaceBlocks() for each block after it has been set to the world. Called after OnPlaced(). */
virtual void OnPlacedByPlayer(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const sSetBlock & a_BlockChange
) const {}
/** Called after a block gets broken (replaced with air), by natural means.
The block is already dug up in the world, the original block type and meta is passed in a_OldBlockType and a_OldBlockMeta.
By default notifies all direct neighbors via their OnNeighborChanged() callbacks.
You can determine what kind of entity broke the block (e.g. player) by checking a_Digger! */
virtual void OnBroken(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
const cEntity * a_Digger
) const {}
/** Called when a direct neighbor of this block has been changed.
The position is the block's own position, NOT the changed neighbor's position.
a_WhichNeighbor indicates which neighbor has changed. For example, BLOCK_FACE_YP meant the neighbor above has changed.
BLOCK_FACE_NONE means that it is a neighbor not directly adjacent (diagonal, etc.) */
virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const;
/** Notifies the specified neighbor that the current block has changed.
a_NeighborPos are the coords of the neighbor to be notified
a_WhichNeighbor specifies which neighbor (relative to a_NeighborPos) has changed.
For example BLOCK_FACE_YP means that the block at {a_NeighborX, a_NeighborY + 1, a_NeighborZ} has changed.
BLOCK_FACE_NONE means that it is a neighbor not directly adjacent (diagonal, etc.) */
static void NeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_NeighborPos, eBlockFace a_WhichNeighbor);
/** Called when the player starts digging the block. */
virtual void OnDigging(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos
) const
{
}
/** Called when the user right clicks the block and the block is useable.
a_CursorPos is the cursor position within the clicked block face.
Returns true if the use was successful, return false to use the block as a "normal" block */
virtual bool OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const
{
return false;
}
/** Called when a right click to this block is cancelled.
Descendants should force the server to send the real state of a block to the client to prevent client assuming the operation was successfull. */
virtual void OnCancelRightClick(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace
) const
{
}
/** Returns the pickups that would result if the block was mined by a_Digger using a_Tool.
Doesn't do any actual block change / mining, only calculates the pickups.
a_Digger is the entity that caused the conversion, usually the player digging.
a_Tool is the tool used for the digging.
The default implementation drops a single item created from m_BlockType and the current meta. */
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger = nullptr, const cItem * a_Tool = nullptr) const;
/** Checks if the block can stay at the specified relative coords in the chunk */
virtual bool CanBeAt(
cChunkInterface & a_ChunkInterface,
const Vector3i a_RelPos,
const cChunk & a_Chunk
) const;
/** Checks whether the block has an effect on growing the plant */
virtual bool CanSustainPlant(BLOCKTYPE a_Plant) const { return false; }
/** Called to check whether this block supports a rclk action.
If it returns true, OnUse() is called */
virtual bool IsUseable(void) const;
/** Indicates whether the client will click through this block.
For example digging a fire will hit the block below the fire so fire is clicked through. */
virtual bool IsClickedThrough(void) const;
/** Checks if the player can build "inside" this block.
For example blocks placed "on" snow will be placed at the same position. So: Snow ignores Build collision
@param a_Pos Position of the block
@param a_Player Player trying to build on the block
@param a_Meta Meta value of the block currently at a_Pos */
virtual bool DoesIgnoreBuildCollision(cChunkInterface & ChunkInterface, const Vector3i a_Pos, cPlayer & a_Player, NIBBLETYPE a_Meta) const;
/** Tests if a_RelPosition is inside the block, where a_RelPosition is relative to the origin of the block.
Coords in a_RelPosition are guaranteed to be in the [0..1] range. */
virtual bool IsInsideBlock(const Vector3d a_RelPosition, const NIBBLETYPE a_BlockMeta) const;
/** Called when one of the neighbors gets set; equivalent to MC block update.
By default drops (DropBlockAsPickup() / SetBlock()) if the position is no longer suitable (CanBeAt(), DoesDropOnUnsuitable()),
otherwise wakes up all simulators on the block. */
void Check(
cChunkInterface & ChunkInterface, cBlockPluginInterface & a_PluginInterface,
Vector3i a_RelPos,
cChunk & a_Chunk
) const;
/** Returns the base colour ID of the block, as will be represented on a map, as per documentation: https://minecraft.gamepedia.com/Map_item_format */
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const;
/** Rotates a given block meta counter-clockwise. Default: no change
Returns block meta following rotation */
virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) const { return a_Meta; }
/** Rotates a given block meta clockwise. Default: no change
Returns block meta following rotation */
virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) const { return a_Meta; }
/** Mirrors a given block meta around the XY plane. Default: no change
Returns block meta following rotation */
virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) const { return a_Meta; }
/** Mirros a given block meta around the XZ plane. Default: no change
Returns block meta following rotation */
virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) const { return a_Meta; }
/** Mirros a given block meta around the YZ plane. Default: no change
Returns block meta following rotation */
virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) const { return a_Meta; }
/** Grows this block, if it supports growing, by the specified amount of stages (at most).
Returns the number of stages actually grown, zero if not supported (default). */
virtual int Grow(cChunk & a_Chunk, Vector3i a_RelPos, int a_NumStages = 1) const { return 0; }
/** Returns true if the specified tool is valid and has a non-zero silk-touch enchantment.
Helper used in many ConvertToPickups() implementations. */
static bool ToolHasSilkTouch(const cItem * a_Tool);
/** Returns the fortune level of a tool, if it is a valid tool.
Can be used in ConvertToPickups() implementations. */
static unsigned char ToolFortuneLevel(const cItem * a_Tool);
/** Returns a random number of drops taking into account fortune.
Only applies to drops following clamped discrete random distribution.
a_DefaultMax is the maximum items from one block without fortune.
a_BonusMax is the amount to increase the max of randInt by, usually the fortune level (but not always)
a_DropCap is the maximum items from one block with fortune,
if unspecified set to 25 to prevent lag or crash with high level tools.
Similar to uniform_bonus_count at https://minecraft.gamepedia.com/Loot_table#Functions */
static char FortuneDiscreteRandom(char a_MinDrop, char a_DefaultMax, unsigned char a_BonusMax, char a_DropCap = 25);
// Gets the blockhandler for the given block type.
static const cBlockHandler & For(BLOCKTYPE a_BlockType);
protected:
~cBlockHandler() = default;
const BLOCKTYPE m_BlockType;
};
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