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// BlockFarmland.h
// Declares the cBlcokFarmlandHandler representing the block handler for farmland
#pragma once
#include "BlockHandler.h"
#include "../BlockArea.h"
class cBlockFarmlandHandler :
public cBlockHandler
{
public:
cBlockFarmlandHandler(BLOCKTYPE a_BlockType) :
cBlockHandler(a_BlockType)
{
}
virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
NIBBLETYPE BlockMeta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
if (IsWaterInNear(a_Chunk, a_RelX, a_RelY, a_RelZ))
{
// Water was found, set block meta to 7
a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, m_BlockType, 7);
return;
}
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
BLOCKTYPE UpperBlock = (a_RelY >= cChunkDef::Height - 1) ? static_cast<BLOCKTYPE>(E_BLOCK_AIR) : a_Chunk.GetBlock(a_RelX, a_RelY + 1, a_RelZ);
switch (UpperBlock)
{
case E_BLOCK_CROPS:
case E_BLOCK_POTATOES:
case E_BLOCK_CARROTS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
{
// Produce on top, don't revert
break;
}
default:
{
a_Chunk.SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0);
break;
}
}
}
virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_WhichNeighbor) override
{
// Don't care about any neighbor but the one above us (fix recursion loop in #2213):
if (a_WhichNeighbor != BLOCK_FACE_YP)
{
return;
}
// Don't care about anything if we're at the top of the world:
if (a_BlockY >= cChunkDef::Height)
{
return;
}
// Check whether we should revert to dirt:
BLOCKTYPE UpperBlock = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
if (cBlockInfo::FullyOccupiesVoxel(UpperBlock))
{
a_ChunkInterface.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
}
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
a_Pickups.Add(E_BLOCK_DIRT, 1, 0); // Reset meta
}
bool IsWaterInNear(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
if (a_Chunk.GetWorld()->IsWeatherWetAt(a_RelX, a_RelZ))
{
// Rain hydrates farmland, too, except in Desert biomes.
return true;
}
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
// TODO: Rewrite this to use the chunk and its neighbors directly
cBlockArea Area;
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
if (!Area.Read(a_Chunk.GetWorld(), BlockX - 4, BlockX + 4, a_RelY, a_RelY + 1, BlockZ - 4, BlockZ + 4))
{
// Too close to the world edge, cannot check surroundings
return false;
}
size_t NumBlocks = Area.GetBlockCount();
BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
for (size_t i = 0; i < NumBlocks; i++)
{
if (IsBlockWater(BlockTypes[i]))
{
return true;
}
} // for i - BlockTypes[]
return false;
}
} ;
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