diff options
Diffstat (limited to '')
-rw-r--r-- | source/Blocks/BlockFarmland.h | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/source/Blocks/BlockFarmland.h b/source/Blocks/BlockFarmland.h new file mode 100644 index 000000000..fb2d91a86 --- /dev/null +++ b/source/Blocks/BlockFarmland.h @@ -0,0 +1,99 @@ +
+// BlockFarmland.h
+
+// Declares the cBlcokFarmlandHandler representing the block handler for farmland
+
+
+
+
+
+#pragma once
+
+#include "BlockHandler.h"
+#include "../BlockArea.h"
+
+
+
+
+
+class cBlockFarmlandHandler :
+ public cBlockHandler
+{
+ typedef cBlockHandler super;
+
+public:
+ cBlockFarmlandHandler(void) :
+ super(E_BLOCK_FARMLAND)
+ {
+ }
+
+
+ virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
+ {
+ // TODO: Rain hydrates farmland, too. Check world weather, don't search for water if raining.
+ // NOTE: The desert biomes do not get precipitation, so another check needs to be made.
+
+ // Search for water in a close proximity:
+ // Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
+ cBlockArea Area;
+ if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
+ {
+ // Too close to the world edge, cannot check surroudnings; don't tick at all
+ return;
+ }
+ bool Found = false;
+ int NumBlocks = Area.GetBlockCount();
+ BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
+ for (int i = 0; i < NumBlocks; i++)
+ {
+ if (
+ (BlockTypes[i] == E_BLOCK_WATER) ||
+ (BlockTypes[i] == E_BLOCK_STATIONARY_WATER)
+ )
+ {
+ Found = true;
+ break;
+ }
+ }
+
+ NIBBLETYPE BlockMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+
+ if (Found)
+ {
+ // Water was found, hydrate the block until hydration reaches 7:
+ if (BlockMeta < 7)
+ {
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, ++BlockMeta);
+ }
+ return;
+ }
+
+ // Water wasn't found, de-hydrate block:
+ if (BlockMeta > 0)
+ {
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FARMLAND, --BlockMeta);
+ return;
+ }
+
+ // Farmland too dry. If nothing is growing on top, turn back to dirt:
+ switch (a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
+ {
+ case E_BLOCK_CROPS:
+ case E_BLOCK_MELON_STEM:
+ case E_BLOCK_PUMPKIN_STEM:
+ {
+ // Produce on top, don't revert
+ break;
+ }
+ default:
+ {
+ a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
+ break;
+ }
+ }
+ }
+} ;
+
+
+
+
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