#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BeaconEntity.h"
#include "../BlockArea.h"
#include "../Entities/Player.h"
cBeaconEntity::cBeaconEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
: super(E_BLOCK_BEACON, a_BlockX, a_BlockY, a_BlockZ, 1, 1, a_World)
, m_IsActive(false)
, m_BeaconLevel(0)
, m_PrimaryEffect(cEntityEffect::effNoEffect)
, m_SecondaryEffect(cEntityEffect::effNoEffect)
{
UpdateBeacon();
}
char cBeaconEntity::CalculatePyramidLevel(void)
{
cBlockArea Area;
int MinY = std::max(GetPosY() - 4, 0);
int MaxY = std::max(GetPosY() - 1, 0);
Area.Read(
m_World,
GetPosX() - 4, GetPosX() + 4,
MinY, MaxY,
GetPosZ() - 4, GetPosZ() + 4,
cBlockArea::baTypes
);
int Layer = 1;
int MiddleXZ = 4;
for (int Y = (Area.GetSizeY() - 1); Y >= 0; Y--)
{
for (int X = MiddleXZ - Layer; X <= (MiddleXZ + Layer); X++)
{
for (int Z = MiddleXZ - Layer; Z <= (MiddleXZ + Layer); Z++)
{
if (!IsMineralBlock(Area.GetRelBlockType(X, Y, Z)))
{
return (Layer - 1);
}
}
}
Layer++;
}
return (Layer - 1);
}
bool cBeaconEntity::IsValidEffect(cEntityEffect::eType a_Effect, char a_BeaconLevel)
{
switch (a_Effect)
{
case cEntityEffect::effRegeneration: return (a_BeaconLevel >= 4);
case cEntityEffect::effStrength: return (a_BeaconLevel >= 3);
case cEntityEffect::effResistance: return (a_BeaconLevel >= 2);
case cEntityEffect::effJumpBoost: return (a_BeaconLevel >= 2);
case cEntityEffect::effSpeed: return (a_BeaconLevel >= 1);
case cEntityEffect::effHaste: return (a_BeaconLevel >= 1);
case cEntityEffect::effNoEffect: return true;
default:
{
LOGD("%s: Invalid beacon effect: %d", __FUNCTION__, (int)a_Effect);
return false;
}
}
}
bool cBeaconEntity::SetPrimaryEffect(cEntityEffect::eType a_Effect)
{
if (!IsValidEffect(a_Effect, m_BeaconLevel))
{
m_PrimaryEffect = cEntityEffect::effNoEffect;
return false;
}
m_PrimaryEffect = a_Effect;
// Send window update:
if (GetWindow() != NULL)
{
GetWindow()->SetProperty(1, m_PrimaryEffect);
}
return true;
}
bool cBeaconEntity::SetSecondaryEffect(cEntityEffect::eType a_Effect)
{
if (!IsValidEffect(a_Effect, m_BeaconLevel))
{
m_SecondaryEffect = cEntityEffect::effNoEffect;
return false;
}
m_SecondaryEffect = a_Effect;
// Send window update:
if (GetWindow() != NULL)
{
GetWindow()->SetProperty(2, m_SecondaryEffect);
}
return true;
}
bool cBeaconEntity::IsBeaconBlocked(void)
{
for (int Y = m_PosY; Y < cChunkDef::Height; ++Y)
{
BLOCKTYPE Block = m_World->GetBlock(m_PosX, Y, m_PosZ);
if (!cBlockInfo::IsTransparent(Block))
{
return true;
}
}
return false;
}
bool cBeaconEntity::IsMineralBlock(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_DIAMOND_BLOCK:
case E_BLOCK_GOLD_BLOCK:
case E_BLOCK_IRON_BLOCK:
case E_BLOCK_EMERALD_BLOCK:
{
return true;
}
}
return false;
}
void cBeaconEntity::UpdateBeacon(void)
{
int OldBeaconLevel = m_BeaconLevel;
if (IsBeaconBlocked())
{
m_IsActive = false;
m_BeaconLevel = 0;
}
else
{
m_BeaconLevel = CalculatePyramidLevel();
m_IsActive = (m_BeaconLevel > 0);
}
if (m_BeaconLevel != OldBeaconLevel)
{
// Send window update:
if (GetWindow() != NULL)
{
GetWindow()->SetProperty(0, m_BeaconLevel);
}
}
// TODO: Add achievement
}
void cBeaconEntity::GiveEffects(void)
{
if (!m_IsActive || (m_BeaconLevel < 0))
{
return;
}
int Radius = m_BeaconLevel * 10 + 10;
short EffectLevel = 0;
if ((m_BeaconLevel >= 4) && (m_PrimaryEffect == m_SecondaryEffect))
{
EffectLevel = 1;
}
cEntityEffect::eType SecondaryEffect = cEntityEffect::effNoEffect;
if ((m_BeaconLevel >= 4) && (m_PrimaryEffect != m_SecondaryEffect) && (m_SecondaryEffect > 0))
{
SecondaryEffect = m_SecondaryEffect;
}
class cPlayerCallback : public cPlayerListCallback
{
int m_Radius;
int m_PosX, m_PosY, m_PosZ;
cEntityEffect::eType m_PrimaryEffect, m_SecondaryEffect;
short m_EffectLevel;
virtual bool Item(cPlayer * a_Player)
{
Vector3d PlayerPosition = Vector3d(a_Player->GetPosition());
if (PlayerPosition.y > static_cast<double>(m_PosY))
{
PlayerPosition.y = static_cast<double>(m_PosY);
}
// TODO: Vanilla minecraft uses an AABB check instead of a radius one
Vector3d BeaconPosition = Vector3d(m_PosX, m_PosY, m_PosZ);
if ((PlayerPosition - BeaconPosition).Length() <= m_Radius)
{
a_Player->AddEntityEffect(m_PrimaryEffect, 180, m_EffectLevel);
if (m_SecondaryEffect != cEntityEffect::effNoEffect)
{
a_Player->AddEntityEffect(m_SecondaryEffect, 180, 0);
}
}
return false;
}
public:
cPlayerCallback(int a_Radius, int a_PosX, int a_PosY, int a_PosZ, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel)
: m_Radius(a_Radius)
, m_PosX(a_PosX)
, m_PosY(a_PosY)
, m_PosZ(a_PosZ)
, m_PrimaryEffect(a_PrimaryEffect)
, m_SecondaryEffect(a_SecondaryEffect)
, m_EffectLevel(a_EffectLevel)
{}
} PlayerCallback(Radius, m_PosX, m_PosY, m_PosZ, m_PrimaryEffect, SecondaryEffect, EffectLevel);
GetWorld()->ForEachPlayer(PlayerCallback);
}
bool cBeaconEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
// Update the beacon every 4 seconds
if ((GetWorld()->GetWorldAge() % 80) == 0)
{
UpdateBeacon();
GiveEffects();
}
return false;
}
void cBeaconEntity::UsedBy(cPlayer * a_Player)
{
cWindow * Window = GetWindow();
if (Window == NULL)
{
OpenWindow(new cBeaconWindow(m_PosX, m_PosY, m_PosZ, this));
Window = GetWindow();
}
if (Window != NULL)
{
// if (a_Player->GetWindow() != Window)
// -> Because mojang doesn't send a 'close window' packet when you click the cancel button in the beacon inventory ...
{
a_Player->OpenWindow(Window);
}
}
}
void cBeaconEntity::SendTo(cClientHandle & a_Client)
{
a_Client.SendUpdateBlockEntity(*this);
}