summaryrefslogtreecommitdiffstats
path: root/src/Items/ItemDye.h
blob: 5e308854130a1642c739b09b21dbf5dbb836223c (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
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269

#pragma once

#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Blocks/BlockCocoaPod.h"





class cItemDyeHandler :
	public cItemHandler
{
	using Super = cItemHandler;

public:
	cItemDyeHandler(int a_ItemType):
		Super(a_ItemType)
	{
	}





	virtual bool OnItemUse(
		cWorld * a_World,
		cPlayer * a_Player,
		cBlockPluginInterface & a_PluginInterface,
		const cItem & a_HeldItem,
		const Vector3i a_ClickedBlockPos,
		eBlockFace a_ClickedBlockFace
	) override
	{
		if ((a_HeldItem.m_ItemDamage == E_META_DYE_WHITE) && (a_ClickedBlockFace != BLOCK_FACE_NONE))
		{
			// Bonemeal (white dye) is used to fertilize plants:
			if (FertilizePlant(*a_World, a_ClickedBlockPos))
			{
				if (a_Player->IsGameModeSurvival())
				{
					a_Player->GetInventory().RemoveOneEquippedItem();
					return true;
				}
			}
		}
		else if ((a_HeldItem.m_ItemDamage == E_META_DYE_BROWN) && (a_ClickedBlockFace >= BLOCK_FACE_ZM) && (a_ClickedBlockFace <= BLOCK_FACE_XP))
		{
			// Players can't place blocks while in adventure mode.
			if (a_Player->IsGameModeAdventure())
			{
				return false;
			}

			// Cocoa (brown dye) can be planted on jungle logs:
			BLOCKTYPE BlockType;
			NIBBLETYPE BlockMeta;
			a_World->GetBlockTypeMeta(a_ClickedBlockPos, BlockType, BlockMeta);

			// Check if the block that the player clicked is a jungle log.
			if ((BlockType != E_BLOCK_LOG) || ((BlockMeta & 0x03) != E_META_LOG_JUNGLE))
			{
				return false;
			}

			// Get the location from the new cocoa pod.
			auto CocoaPos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace, false);
			BlockMeta = cBlockCocoaPodHandler::BlockFaceToMeta(a_ClickedBlockFace);

			// Place the cocoa pod:
			if (a_World->GetBlock(CocoaPos) != E_BLOCK_AIR)
			{
				return false;
			}
			if (a_Player->PlaceBlock(CocoaPos.x, CocoaPos.y, CocoaPos.z, E_BLOCK_COCOA_POD, BlockMeta))
			{
				if (a_Player->IsGameModeSurvival())
				{
					a_Player->GetInventory().RemoveOneEquippedItem();
				}
				return true;
			}
		}
		return false;
	}





	/** Attempts to use the bonemeal on the plant at the specified (absolute) position.
	The effect of fertilization depends on the plant: https://minecraft.gamepedia.com/Bone_Meal#Fertilizer
		- grow a few stages
		- grow 1 stage with a chance
		- drop pickups without destroying the plant
		- grow more plants in the vicinity
	If fertilized succesfully, spawn appropriate particle effects, too.
	Returns true if the plant was fertilized successfully, false if not / not a plant.
	Note that successful fertilization doesn't mean successful growth - for blocks that have only a chance to grow,
	fertilization success is reported even in the case when the chance fails (bonemeal still needs to be consumed). */
	bool FertilizePlant(cWorld & a_World, Vector3i a_BlockPos)
	{
		BLOCKTYPE blockType;
		NIBBLETYPE blockMeta;
		if (!a_World.GetBlockTypeMeta(a_BlockPos, blockType, blockMeta))
		{
			return false;
		}
		switch (blockType)
		{
			case E_BLOCK_WHEAT:
			case E_BLOCK_CARROTS:
			case E_BLOCK_POTATOES:
			case E_BLOCK_MELON_STEM:
			case E_BLOCK_PUMPKIN_STEM:
			{
				// Grow by 2 - 5 stages:
				auto numStages = GetRandomProvider().RandInt(2, 5);
				if (a_World.GrowPlantAt(a_BlockPos, numStages) <= 0)
				{
					return false;
				}
				a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
				return true;
			}  // case wheat, carrots, potatoes, melon stem, pumpkin stem

			case E_BLOCK_BEETROOTS:
			{
				// 75% chance of 1-stage growth:
				if (GetRandomProvider().RandBool(0.75))
				{
					if (a_World.GrowPlantAt(a_BlockPos, 1) > 0)
					{
						a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
					}
				}
				return true;
			}  // case beetroots

			case E_BLOCK_SAPLING:
			{
				// 45% chance of growing to the next stage / full tree:
				if (GetRandomProvider().RandBool(0.45))
				{
					if (a_World.GrowPlantAt(a_BlockPos, 1) > 0)
					{
						a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
					}
				}
				return true;
			}

			case E_BLOCK_BIG_FLOWER:
			{
				// Drop the corresponding flower item without destroying the block:
				cItems pickups;
				switch (blockMeta)
				{
					case E_META_BIG_FLOWER_SUNFLOWER: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_SUNFLOWER); break;
					case E_META_BIG_FLOWER_LILAC:     pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_LILAC);     break;
					case E_META_BIG_FLOWER_ROSE_BUSH: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_ROSE_BUSH); break;
					case E_META_BIG_FLOWER_PEONY:     pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_PEONY);     break;
				}
				// TODO: Should we call any hook for this?
				a_World.SpawnItemPickups(pickups, a_BlockPos);
				return true;
			}  // big flower

			case E_BLOCK_TALL_GRASS:
			case E_BLOCK_COCOA_POD:
			{
				// Always try to grow 1 stage:
				if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0)
				{
					return false;
				}
				a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
				return true;
			}  // case tall grass

			case E_BLOCK_RED_MUSHROOM:
			case E_BLOCK_BROWN_MUSHROOM:
			{
				// 40% chance of growing into a large mushroom:
				if (GetRandomProvider().RandBool(0.6))
				{
					return false;
				}
				if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0)
				{
					return false;
				}
				a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
				return true;
			}  // case red or brown mushroom

			case E_BLOCK_GRASS:
			{
				growPlantsAround(a_World, a_BlockPos);
				return true;
			}

			// TODO: case E_BLOCK_SWEET_BERRY_BUSH:
			// TODO: case E_BLOCK_SEA_PICKLE:
			// TODO: case E_BLOCK_KELP:
			// TODO: case E_BLOCK_BAMBOO:
		}  // switch (blockType)
		return false;
	}





	/** Grows new plants around the specified block.
	Places up to 40 new plants, with the following probability:
		- 20 % big grass (2-block tall grass)
		- 60 % tall grass (1-block tall grass)
		- 20 % flowers (biome dependent variants)
	The new plants are spawned within 7 taxicab distance of a_BlockPos, on a grass block.
	Broadcasts a particle for each new spawned plant. */
	void growPlantsAround(cWorld & a_World, Vector3i a_BlockPos)
	{
		auto & r1 = GetRandomProvider();
		for (int i = 0; i < 40; ++i)
		{
			int ofsY = r1.RandInt(3) + r1.RandInt(3) - 3;
			if (!cChunkDef::IsValidHeight(a_BlockPos.y + ofsY))
			{
				continue;
			}
			int ofsX = (r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3)) / 2 - 3;
			int ofsZ = (r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3)) / 2 - 3;
			Vector3i ofs(ofsX, ofsY, ofsZ);
			auto typeGround = a_World.GetBlock(a_BlockPos + ofs);
			if (typeGround != E_BLOCK_GRASS)
			{
				continue;
			}
			auto pos = a_BlockPos + ofs.addedY(1);
			auto typeAbove = a_World.GetBlock(pos);
			if (typeAbove != E_BLOCK_AIR)
			{
				continue;
			}
			BLOCKTYPE  spawnType;
			NIBBLETYPE spawnMeta = 0;
			switch (r1.RandInt(10))
			{
				case 0:  spawnType = E_BLOCK_YELLOW_FLOWER; break;
				case 1:  spawnType = E_BLOCK_RED_ROSE;      break;
				default:
				{
					spawnType = E_BLOCK_TALL_GRASS;
					spawnMeta = E_META_TALL_GRASS_GRASS;
					break;
				}
			}  // switch (random spawn block type)
			a_World.SetBlock(pos, spawnType, spawnMeta);
			a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, pos, 0);
		}  // for i - attempts
	}
} ;