#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FurnaceEntity.h"
#include "../UI/Window.h"
#include "../Player.h"
#include "../Root.h"
#include "../Chunk.h"
#include <json/json.h>
enum
{
PROGRESSBAR_SMELTING = 0,
PROGRESSBAR_FUEL = 1,
} ;
cFurnaceEntity::cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
super(E_BLOCK_FURNACE, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, NULL),
m_BlockType(a_BlockType),
m_BlockMeta(a_BlockMeta),
m_CurrentRecipe(NULL),
m_IsCooking(false),
m_NeedCookTime(0),
m_TimeCooked(0),
m_FuelBurnTime(0),
m_TimeBurned(0),
m_LastProgressFuel(0),
m_LastProgressCook(0)
{
SetBlockEntity(this); // cBlockEntityWindowOwner
m_Contents.AddListener(*this);
}
cFurnaceEntity::cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, cWorld * a_World) :
super(E_BLOCK_FURNACE, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
m_BlockType(a_BlockType),
m_BlockMeta(a_BlockMeta),
m_CurrentRecipe(NULL),
m_IsCooking((a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_LIT_FURNACE)),
m_NeedCookTime(0),
m_TimeCooked(0),
m_FuelBurnTime(0),
m_TimeBurned(0),
m_LastProgressFuel(0),
m_LastProgressCook(0)
{
SetBlockEntity(this); // cBlockEntityWindowOwner
m_Contents.AddListener(*this);
}
cFurnaceEntity::~cFurnaceEntity()
{
// Tell window its owner is destroyed
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->OwnerDestroyed();
}
}
void cFurnaceEntity::UsedBy(cPlayer * a_Player)
{
if (GetWindow() == NULL)
{
OpenWindow(new cFurnaceWindow(m_PosX, m_PosY, m_PosZ, this));
}
cWindow * Window = GetWindow();
if (Window != NULL)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(Window);
}
}
}
/// Restarts cooking. Used after the furnace is loaded from storage to set up the internal variables so that cooking continues, if it was active. Returns true if cooking.
bool cFurnaceEntity::ContinueCooking(void)
{
UpdateInput();
UpdateFuel();
return m_IsCooking;
}
bool cFurnaceEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
if (m_FuelBurnTime <= 0)
{
// No fuel is burning, reset progressbars and bail out
if ((m_LastProgressCook > 0) || (m_LastProgressFuel > 0))
{
UpdateProgressBars();
}
return false;
}
if (m_IsCooking)
{
m_TimeCooked++;
if (m_TimeCooked >= m_NeedCookTime)
{
// Finished smelting one item
FinishOne(a_Chunk);
}
}
m_TimeBurned++;
if (m_TimeBurned >= m_FuelBurnTime)
{
// The current fuel has been exhausted, use another one, if possible
BurnNewFuel();
}
UpdateProgressBars();
return true;
}
bool cFurnaceEntity::LoadFromJson(const Json::Value & a_Value)
{
m_PosX = a_Value.get("x", 0).asInt();
m_PosY = a_Value.get("y", 0).asInt();
m_PosZ = a_Value.get("z", 0).asInt();
Json::Value AllSlots = a_Value.get("Slots", 0);
int SlotIdx = 0;
for (Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr)
{
cItem Item;
Item.FromJson(*itr);
SetSlot(SlotIdx, Item);
SlotIdx++;
}
m_NeedCookTime = (int)(a_Value.get("CookTime", 0).asDouble() / 50);
m_TimeCooked = (int)(a_Value.get("TimeCooked", 0).asDouble() / 50);
m_FuelBurnTime = (int)(a_Value.get("BurnTime", 0).asDouble() / 50);
m_TimeBurned = (int)(a_Value.get("TimeBurned", 0).asDouble() / 50);
return true;
}
void cFurnaceEntity::SaveToJson( Json::Value& a_Value )
{
a_Value["x"] = m_PosX;
a_Value["y"] = m_PosY;
a_Value["z"] = m_PosZ;
Json::Value AllSlots;
int NumSlots = m_Contents.GetNumSlots();
for (int i = 0; i < NumSlots; i++)
{
Json::Value Slot;
m_Contents.GetSlot(i).GetJson(Slot);
AllSlots.append(Slot);
}
a_Value["Slots"] = AllSlots;
a_Value["CookTime"] = m_NeedCookTime * 50;
a_Value["TimeCooked"] = m_TimeCooked * 50;
a_Value["BurnTime"] = m_FuelBurnTime * 50;
a_Value["TimeBurned"] = m_TimeBurned * 50;
}
void cFurnaceEntity::SendTo(cClientHandle & a_Client)
{
// Nothing needs to be sent
UNUSED(a_Client);
}
void cFurnaceEntity::BroadcastProgress(int a_ProgressbarID, short a_Value)
{
cWindow * Window = GetWindow();
if (Window != NULL)
{
Window->BroadcastInventoryProgress(a_ProgressbarID, a_Value);
}
}
/// One item finished cooking
void cFurnaceEntity::FinishOne(cChunk & a_Chunk)
{
m_TimeCooked = 0;
if (m_Contents.GetSlot(fsOutput).IsEmpty())
{
m_Contents.SetSlot(fsOutput, *m_CurrentRecipe->Out);
}
else
{
m_Contents.ChangeSlotCount(fsOutput, m_CurrentRecipe->Out->m_ItemCount);
}
m_Contents.ChangeSlotCount(fsInput, -m_CurrentRecipe->In->m_ItemCount);
UpdateIsCooking();
}
void cFurnaceEntity::BurnNewFuel(void)
{
cFurnaceRecipe * FR = cRoot::Get()->GetFurnaceRecipe();
int NewTime = FR->GetBurnTime(m_Contents.GetSlot(fsFuel));
if (NewTime == 0)
{
// The item in the fuel slot is not suitable
m_FuelBurnTime = 0;
m_TimeBurned = 0;
SetIsCooking(false);
return;
}
// Is the input and output ready for cooking?
if (!CanCookInputToOutput())
{
return;
}
// Burn one new fuel:
m_FuelBurnTime = NewTime;
m_TimeBurned = 0;
SetIsCooking(true);
if (m_Contents.GetSlot(fsFuel).m_ItemType == E_ITEM_LAVA_BUCKET)
{
m_Contents.SetSlot(fsFuel, cItem(E_ITEM_BUCKET));
}
else
{
m_Contents.ChangeSlotCount(fsFuel, -1);
}
}
void cFurnaceEntity::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
super::OnSlotChanged(a_ItemGrid, a_SlotNum);
if (m_World == NULL)
{
// The furnace isn't initialized yet, do no processing
return;
}
ASSERT(a_ItemGrid == &m_Contents);
switch (a_SlotNum)
{
case fsInput:
{
UpdateInput();
break;
}
case fsFuel:
{
UpdateFuel();
break;
}
case fsOutput:
{
UpdateOutput();
break;
}
}
}
/// Updates the current recipe, based on the current input
void cFurnaceEntity::UpdateInput(void)
{
if (!m_Contents.GetSlot(fsInput).IsStackableWith(m_LastInput))
{
// The input is different from what we had before, reset the cooking time
m_TimeCooked = 0;
}
m_LastInput = m_Contents.GetSlot(fsInput);
cFurnaceRecipe * FR = cRoot::Get()->GetFurnaceRecipe();
m_CurrentRecipe = FR->GetRecipeFrom(m_Contents.GetSlot(fsInput));
if (!CanCookInputToOutput())
{
// This input cannot be cooked
m_NeedCookTime = 0;
SetIsCooking(false);
}
else
{
m_NeedCookTime = m_CurrentRecipe->CookTime;
SetIsCooking(true);
// Start burning new fuel if there's no flame now:
if (GetFuelBurnTimeLeft() <= 0)
{
BurnNewFuel();
}
}
}
/// Called when the fuel slot changes or when the fuel is spent, burns another piece of fuel if appropriate
void cFurnaceEntity::UpdateFuel(void)
{
if (m_FuelBurnTime > m_TimeBurned)
{
// The current fuel is still burning, don't modify anything:
return;
}
// The current fuel is spent, try to burn some more:
BurnNewFuel();
}
/// Called when the output slot changes; starts burning if space became available
void cFurnaceEntity::UpdateOutput(void)
{
if (!CanCookInputToOutput())
{
// Cannot cook anymore:
m_TimeCooked = 0;
m_NeedCookTime = 0;
SetIsCooking(false);
return;
}
// No need to burn new fuel, the Tick() function will take care of that
// Can cook, start cooking if not already underway:
m_NeedCookTime = m_CurrentRecipe->CookTime;
SetIsCooking(m_FuelBurnTime > 0);
}
/// Updates the m_IsCooking, based on the input slot, output slot and m_FuelBurnTime / m_TimeBurned
void cFurnaceEntity::UpdateIsCooking(void)
{
if (
!CanCookInputToOutput() || // Cannot cook this
(m_FuelBurnTime <= 0) || // No fuel
(m_TimeBurned >= m_FuelBurnTime) // Fuel burnt out
)
{
// Reset everything
SetIsCooking(false);
m_TimeCooked = 0;
m_NeedCookTime = 0;
return;
}
SetIsCooking(true);
}
/// Returns true if the input can be cooked into output and the item counts allow for another cooking operation
bool cFurnaceEntity::CanCookInputToOutput(void) const
{
if (m_CurrentRecipe == NULL)
{
// This input cannot be cooked
return false;
}
if (m_Contents.GetSlot(fsOutput).IsEmpty())
{
// The output is empty, can cook
return true;
}
if (!m_Contents.GetSlot(fsOutput).IsStackableWith(*m_CurrentRecipe->Out))
{
// The output slot is blocked with something that cannot be stacked with the recipe's output
return false;
}
if (m_Contents.GetSlot(fsOutput).IsFullStack())
{
// Cannot add any more items to the output slot
return false;
}
return true;
}
/// Broadcasts progressbar updates, if needed
void cFurnaceEntity::UpdateProgressBars(void)
{
// In order to preserve bandwidth, an update is sent only every 10th tick
// That's why the comparisons use the division by eight
int CurFuel = (m_FuelBurnTime > 0) ? (200 - 200 * m_TimeBurned / m_FuelBurnTime) : 0;
if ((CurFuel / 8) != (m_LastProgressFuel / 8))
{
BroadcastProgress(PROGRESSBAR_FUEL, CurFuel);
m_LastProgressFuel = CurFuel;
}
int CurCook = (m_NeedCookTime > 0) ? (200 * m_TimeCooked / m_NeedCookTime) : 0;
if ((CurCook / 8) != (m_LastProgressCook / 8))
{
BroadcastProgress(PROGRESSBAR_SMELTING, CurCook);
m_LastProgressCook = CurCook;
}
}
void cFurnaceEntity::SetIsCooking(bool a_IsCooking)
{
if (a_IsCooking == m_IsCooking)
{
return;
}
m_IsCooking = a_IsCooking;
// Light or extinguish the furnace:
m_World->FastSetBlock(m_PosX, m_PosY, m_PosZ, m_IsCooking ? E_BLOCK_LIT_FURNACE : E_BLOCK_FURNACE, m_BlockMeta);
}