// HopperEntity.cpp
// Implements the cHopperEntity representing a hopper block entity
#include "Globals.h"
#include "HopperEntity.h"
#include "../Chunk.h"
#include "../Player.h"
#include "ChestEntity.h"
#include "DropSpenserEntity.h"
cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, NULL)
{
}
cHopperEntity::cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_HOPPER, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
{
}
bool cHopperEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
Int64 CurrentTick = a_Chunk.GetWorld()->GetWorldAge();
bool res = false;
res = MoveItemsIn (a_Chunk, CurrentTick) || res;
res = MovePickupsIn(a_Chunk, CurrentTick) || res;
res = MoveItemsOut (a_Chunk, CurrentTick) || res;
return res;
}
void cHopperEntity::SaveToJson(Json::Value & a_Value)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
void cHopperEntity::SendTo(cClientHandle & a_Client)
{
// The hopper entity doesn't need anything sent to the client when it's created / gets in the viewdistance
// All the actual handling is in the cWindow UI code that gets called when the hopper is rclked
UNUSED(a_Client);
}
void cHopperEntity::UsedBy(cPlayer * a_Player)
{
// If the window is not created, open it anew:
cWindow * Window = GetWindow();
if (Window == NULL)
{
OpenNewWindow();
Window = GetWindow();
}
// Open the window for the player:
if (Window != NULL)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(Window);
}
}
// This is rather a hack
// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
// The few false positives aren't much to worry about
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ);
m_World->MarkChunkDirty(ChunkX, ChunkZ);
}
/// Opens a new window UI for this hopper
void cHopperEntity::OpenNewWindow(void)
{
OpenWindow(new cHopperWindow(m_PosX, m_PosY, m_PosZ, this));
}
/// Moves items from the container above it into this hopper. Returns true if the contents have changed.
bool cHopperEntity::MoveItemsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
{
if (m_PosY >= cChunkDef::Height)
{
// This hopper is at the top of the world, no more blocks above
return false;
}
if (a_CurrentTick - m_LastMoveItemsInTick < TICKS_PER_TRANSFER)
{
// Too early after the previous transfer
return false;
}
// Try moving an item in:
bool res = false;
switch (a_Chunk.GetBlock(m_RelX, m_PosY + 1, m_RelZ))
{
case E_BLOCK_CHEST: res = MoveItemsFromChest(a_Chunk); break;
case E_BLOCK_FURNACE: res = MoveItemsFromFurnace(a_Chunk); break;
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER: res = MoveItemsFromGrid(((cDropSpenserEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
case E_BLOCK_HOPPER: res = MoveItemsFromGrid(((cHopperEntity *) a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()); break;
}
// If the item has been moved, reset the last tick:
if (res)
{
m_LastMoveItemsInTick = a_CurrentTick;
}
return res;
}
/// Moves pickups from above this hopper into it. Returns true if the contents have changed.
bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
{
// TODO
return false;
}
/// Moves items out from this hopper into the destination. Returns true if the contents have changed.
bool cHopperEntity::MoveItemsOut(cChunk & a_Chunk, Int64 a_CurrentTick)
{
if (a_CurrentTick - m_LastMoveItemsOutTick < TICKS_PER_TRANSFER)
{
// Too early after the previous transfer
return false;
}
// TODO
return false;
}
/// Moves items from a chest (dblchest) above the hopper into this hopper. Returns true if contents have changed.
bool cHopperEntity::MoveItemsFromChest(cChunk & a_Chunk)
{
if (MoveItemsFromGrid(((cChestEntity *)a_Chunk.GetBlockEntity(m_PosX, m_PosY + 1, m_PosZ))->GetContents()))
{
// Moved the item from the chest directly above the hopper
return true;
}
// Check if the chest is a double-chest, if so, try to move from there:
static const struct
{
int x, z;
}
Coords [] =
{
{1, 0},
{-1, 0},
{0, 1},
{0, -1},
} ;
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
int x = m_RelX + Coords[i].x;
int z = m_RelZ + Coords[i].z;
cChunk * Neighbor = a_Chunk.GetRelNeighborChunkAdjustCoords(x, z);
if (
(Neighbor == NULL) ||
(Neighbor->GetBlock(x, m_PosY + 1, z) != E_BLOCK_CHEST)
)
{
continue;
}
if (MoveItemsFromGrid(((cChestEntity *)Neighbor->GetBlockEntity(x, m_PosY, z))->GetContents()))
{
return true;
}
return false;
}
// The chest was single and nothing could be moved
return false;
}
/// Moves items from a furnace above the hopper into this hopper. Returns true if contents have changed.
bool cHopperEntity::MoveItemsFromFurnace(cChunk & a_Chunk)
{
// TODO
return false;
}
/// Moves items from the specified ItemGrid into this hopper. Returns true if contents have changed.
bool cHopperEntity::MoveItemsFromGrid(cItemGrid & a_Grid)
{
int NumSlots = a_Grid.GetNumSlots();
// First try adding items of types already in the hopper:
for (int i = 0; i < NumSlots; i++)
{
if (a_Grid.IsSlotEmpty(i))
{
continue;
}
if (MoveItemsFromSlot(a_Grid.GetSlot(i), false))
{
a_Grid.ChangeSlotCount(i, -1);
return true;
}
}
// No already existing stack can be topped up, try again with allowing new stacks:
for (int i = 0; i < NumSlots; i++)
{
if (a_Grid.IsSlotEmpty(i))
{
continue;
}
if (MoveItemsFromSlot(a_Grid.GetSlot(i), true))
{
a_Grid.ChangeSlotCount(i, -1);
return true;
}
}
return false;
}
/// Moves one of the specified itemstack into this hopper. Returns true if contents have changed. Doesn't change the itemstack.
bool cHopperEntity::MoveItemsFromSlot(const cItem & a_ItemStack, bool a_AllowNewStacks)
{
if (m_Contents.AddItem(a_ItemStack.CopyOne(), a_AllowNewStacks) > 0)
{
return true;
}
return false;
}