#pragma once
#include "BlockHandler.h"
#include "../FastRandom.h"
/// Handler used for both dirt and grass
class cBlockDirtHandler :
public cBlockHandler
{
public:
cBlockDirtHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) /*override*/
{
a_Pickups.push_back(cItem(E_BLOCK_DIRT, 1, 0));
}
virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) /*override*/
{
if (m_BlockType != E_BLOCK_GRASS)
{
return;
}
// Grass becomes dirt if there is something on top of it:
if (a_RelY < cChunkDef::Height - 1)
{
BLOCKTYPE Above;
NIBBLETYPE AboveMeta;
a_Chunk.GetBlockTypeMeta(a_RelX, a_RelY + 1, a_RelZ, Above, AboveMeta);
if (!cBlockInfo::GetHandler(Above)->CanDirtGrowGrass(AboveMeta))
{
a_Chunk.FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL);
return;
}
}
// Grass spreads to adjacent dirt blocks:
cFastRandom rand;
for (int i = 0; i < 2; i++) // Pick two blocks to grow to
{
int OfsX = rand.NextInt(3, a_RelX) - 1; // [-1 .. 1]
int OfsY = rand.NextInt(5, a_RelY) - 3; // [-3 .. 1]
int OfsZ = rand.NextInt(3, a_RelZ) - 1; // [-1 .. 1]
BLOCKTYPE DestBlock;
NIBBLETYPE DestMeta;
if ((a_RelY + OfsY < 0) || (a_RelY + OfsY >= cChunkDef::Height - 1))
{
// Y Coord out of range
continue;
}
int BlockX = a_RelX + OfsX;
int BlockY = a_RelY + OfsY;
int BlockZ = a_RelZ + OfsZ;
cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(BlockX, BlockZ);
if (Chunk == NULL)
{
// Unloaded chunk
continue;
}
Chunk->GetBlockTypeMeta(BlockX, BlockY, BlockZ, DestBlock, DestMeta);
if ((DestBlock != E_BLOCK_DIRT) || (DestMeta != E_META_DIRT_NORMAL))
{
// Not a regular dirt block
continue;
}
BLOCKTYPE AboveDest;
NIBBLETYPE AboveMeta;
Chunk->GetBlockTypeMeta(BlockX, BlockY + 1, BlockZ, AboveDest, AboveMeta);
if (cBlockInfo::GetHandler(AboveDest)->CanDirtGrowGrass(AboveMeta))
{
if (!cRoot::Get()->GetPluginManager()->CallHookBlockSpread(Chunk->GetWorld(), Chunk->GetPosX() * cChunkDef::Width + BlockX, BlockY, Chunk->GetPosZ() * cChunkDef::Width + BlockZ, ssGrassSpread))
{
Chunk->FastSetBlock(BlockX, BlockY, BlockZ, E_BLOCK_GRASS, 0);
}
}
} // for i - repeat twice
}
virtual const char * GetStepSound(void) /*override*/
{
return "step.gravel";
}
} ;