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#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../BlockEntities/MobHeadEntity.h"
class cItemMobHeadHandler final :
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const override
{
// Cannot place a head at "no face" and from the bottom:
if ((a_ClickedBlockFace == BLOCK_FACE_NONE) || (a_ClickedBlockFace == BLOCK_FACE_BOTTOM))
{
return false;
}
// If the placed head is a wither, try to spawn the wither first:
if (a_HeldItem.m_ItemDamage == E_META_HEAD_WITHER)
{
if (TrySpawnWitherAround(a_Player, a_PlacePosition))
{
return true;
}
// Wither not created, proceed with regular head placement
}
if (!a_Player.PlaceBlock(a_PlacePosition, E_BLOCK_HEAD, BlockFaceToBlockMeta(a_ClickedBlockFace)))
{
return false;
}
RegularHeadPlaced(a_Player, a_HeldItem, a_PlacePosition, a_ClickedBlockFace);
return true;
}
/** Called after placing a regular head block with no mob spawning.
Adjusts the mob head entity based on the equipped item's data. */
void RegularHeadPlaced(const cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace) const
{
const auto HeadType = static_cast<eMobHeadType>(a_HeldItem.m_ItemDamage);
const auto BlockMeta = static_cast<NIBBLETYPE>(a_ClickedBlockFace);
// Use a callback to set the properties of the mob head block entity:
a_Player.GetWorld()->DoWithBlockEntityAt(a_PlacePosition, [&a_Player, HeadType, BlockMeta](cBlockEntity & a_BlockEntity)
{
ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_HEAD);
auto & MobHeadEntity = static_cast<cMobHeadEntity &>(a_BlockEntity);
int Rotation = 0;
if (BlockMeta == 1)
{
Rotation = FloorC(a_Player.GetYaw() * 16.0f / 360.0f + 0.5f) & 0x0f;
}
MobHeadEntity.SetType(HeadType);
MobHeadEntity.SetRotation(static_cast<eMobHeadRotation>(Rotation));
return false;
});
}
/** Spawns a wither if the wither skull placed at the specified coords completes wither's spawning formula.
Returns true if the wither was created. */
bool TrySpawnWitherAround(cPlayer & a_Player, const Vector3i a_BlockPos) const
{
// No wither can be created at Y < 2 - not enough space for the formula:
if (a_BlockPos.y < 2)
{
return false;
}
// Check for all relevant wither locations:
static const Vector3i RelCoords[] =
{
{ 0, 0, 0},
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
};
for (auto & RelCoord : RelCoords)
{
if (TrySpawnWitherAt(
*a_Player.GetWorld(), a_Player,
a_BlockPos,
RelCoord.x, RelCoord.z
))
{
return true;
}
} // for i - RelCoords[]
return false;
}
/** Tries to spawn a wither at the specified offset from the placed head block.
PlacedHead coords are used to override the block query - at those coords the block is not queried from the world,
but assumed to be a head instead.
Offset is used to shift the image around the X and Z axis.
Returns true iff the wither was created successfully. */
bool TrySpawnWitherAt(
cWorld & a_World, cPlayer & a_Player,
Vector3i a_PlacedHeadPos,
int a_OffsetX, int a_OffsetZ
) const
{
// Image for the wither at the X axis:
static const sSetBlock ImageWitherX[] =
{
{-1, 0, 0, E_BLOCK_HEAD, 0},
{ 0, 0, 0, E_BLOCK_HEAD, 0},
{ 1, 0, 0, E_BLOCK_HEAD, 0},
{-1, -1, 0, E_BLOCK_SOULSAND, 0},
{ 0, -1, 0, E_BLOCK_SOULSAND, 0},
{ 1, -1, 0, E_BLOCK_SOULSAND, 0},
{-1, -2, 0, E_BLOCK_AIR, 0},
{ 0, -2, 0, E_BLOCK_SOULSAND, 0},
{ 1, -2, 0, E_BLOCK_AIR, 0},
};
// Image for the wither at the Z axis:
static const sSetBlock ImageWitherZ[] =
{
{ 0, 0, -1, E_BLOCK_HEAD, 0},
{ 0, 0, 0, E_BLOCK_HEAD, 0},
{ 0, 0, 1, E_BLOCK_HEAD, 0},
{ 0, -1, -1, E_BLOCK_SOULSAND, 0},
{ 0, -1, 0, E_BLOCK_SOULSAND, 0},
{ 0, -1, 1, E_BLOCK_SOULSAND, 0},
{ 0, -2, -1, E_BLOCK_AIR, 0},
{ 0, -2, 0, E_BLOCK_SOULSAND, 0},
{ 0, -2, 1, E_BLOCK_AIR, 0},
};
// Try to spawn the wither from each image:
return (
TrySpawnWitherFromImage(
a_World, a_Player, ImageWitherX,
a_PlacedHeadPos,
a_OffsetX, a_OffsetZ
) ||
TrySpawnWitherFromImage(
a_World, a_Player, ImageWitherZ,
a_PlacedHeadPos,
a_OffsetX, a_OffsetZ
)
);
}
/** Tries to spawn a wither from the specified image at the specified offset from the placed head block.
PlacedHead coords are used to override the block query - at those coords the block is not queried from the world,
but assumed to be a head instead.
Offset is used to shift the image around the X and Z axis.
Returns true iff the wither was created successfully. */
bool TrySpawnWitherFromImage(
cWorld & a_World, cPlayer & a_Player, const sSetBlock (& a_Image)[9],
Vector3i a_PlacedHeadPos,
int a_OffsetX, int a_OffsetZ
) const
{
std::array<Vector3i, 9> PositionsToClear;
// Check each block individually:
for (size_t i = 0; i != std::size(a_Image); i++)
{
// The absolute coords of the block in the image to check.
const Vector3i Block(
a_PlacedHeadPos.x + a_OffsetX + a_Image[i].GetX(),
a_PlacedHeadPos.y + a_Image[i].GetY(),
a_PlacedHeadPos.z + a_OffsetZ + a_Image[i].GetZ()
);
// If the query is for the head the player is about to place (remember, it hasn't been set into the world yet), short-circuit-evaluate it:
if (Block == a_PlacedHeadPos)
{
if (a_Image[i].m_BlockType != E_BLOCK_HEAD)
{
return false; // Didn't match.
}
PositionsToClear[i] = Block;
continue; // Matched, continue checking the rest of the image.
}
// Query the world block:
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_World.GetBlockTypeMeta(Block, BlockType, BlockMeta))
{
// Cannot query block, assume unloaded chunk, fail to spawn the wither
return false;
}
// Compare the world block:
if (BlockType != a_Image[i].m_BlockType)
{
return false;
}
// If it is a mob head, check it's a wither skull using the block entity:
if (
(BlockType == E_BLOCK_HEAD) &&
!a_World.DoWithBlockEntityAt(Block, [&](cBlockEntity & a_BlockEntity)
{
ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_HEAD);
return static_cast<cMobHeadEntity &>(a_BlockEntity).GetType() == SKULL_TYPE_WITHER;
})
)
{
return false;
}
// Matched, continue checking:
PositionsToClear[i] = Block;
} // for i - a_Image
// All image blocks matched, try replace the image with air blocks:
if (
!a_Player.PlaceBlocks(
{
{ PositionsToClear[0], E_BLOCK_AIR, 0 },
{ PositionsToClear[1], E_BLOCK_AIR, 0 },
{ PositionsToClear[2], E_BLOCK_AIR, 0 },
{ PositionsToClear[3], E_BLOCK_AIR, 0 },
{ PositionsToClear[4], E_BLOCK_AIR, 0 },
{ PositionsToClear[5], E_BLOCK_AIR, 0 },
{ PositionsToClear[6], E_BLOCK_AIR, 0 },
{ PositionsToClear[7], E_BLOCK_AIR, 0 },
{ PositionsToClear[8], E_BLOCK_AIR, 0 },
})
)
{
return false;
}
// Spawn the wither:
int BlockX = a_PlacedHeadPos.x + a_OffsetX;
int BlockZ = a_PlacedHeadPos.z + a_OffsetZ;
a_World.SpawnMob(static_cast<double>(BlockX) + 0.5, a_PlacedHeadPos.y - 2, static_cast<double>(BlockZ) + 0.5, mtWither, false);
AwardSpawnWitherAchievement(a_World, {BlockX, a_PlacedHeadPos.y - 2, BlockZ});
return true;
}
/** Awards the achievement to all players close to the specified point. */
void AwardSpawnWitherAchievement(cWorld & a_World, Vector3i a_BlockPos) const
{
Vector3f Pos(a_BlockPos);
a_World.ForEachPlayer([=](cPlayer & a_Player)
{
// If player is close, award achievement:
double Dist = (a_Player.GetPosition() - Pos).Length();
if (Dist < 50.0)
{
a_Player.AwardAchievement(CustomStatistic::AchSpawnWither);
}
return false;
}
);
}
/** Converts the block face of the placement (which face of the block was clicked to place the head)
into the block's metadata value. */
static NIBBLETYPE BlockFaceToBlockMeta(int a_BlockFace)
{
switch (a_BlockFace)
{
case BLOCK_FACE_TOP: return 0x01; // On ground (rotation provided in block entity)
case BLOCK_FACE_XM: return 0x04; // west wall, facing east
case BLOCK_FACE_XP: return 0x05; // east wall, facing west
case BLOCK_FACE_ZM: return 0x02; // north wall, facing south
case BLOCK_FACE_ZP: return 0x03; // south wall, facing north
default:
{
ASSERT(!"Unhandled block face");
return 0;
}
}
}
virtual bool IsPlaceable(void) const override
{
return true;
}
} ;
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