#pragma once
#include "ItemHandler.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Blocks/BlockCocoaPod.h"
class cItemDyeHandler :
public cItemHandler
{
using Super = cItemHandler;
public:
cItemDyeHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) override
{
if ((a_HeldItem.m_ItemDamage == E_META_DYE_WHITE) && (a_ClickedBlockFace != BLOCK_FACE_NONE))
{
// Bonemeal (white dye) is used to fertilize plants:
if (FertilizePlant(*a_World, a_ClickedBlockPos))
{
if (a_Player->IsGameModeSurvival())
{
a_Player->GetInventory().RemoveOneEquippedItem();
return true;
}
}
}
else if ((a_HeldItem.m_ItemDamage == E_META_DYE_BROWN) && (a_ClickedBlockFace >= BLOCK_FACE_ZM) && (a_ClickedBlockFace <= BLOCK_FACE_XP))
{
// Players can't place blocks while in adventure mode.
if (a_Player->IsGameModeAdventure())
{
return false;
}
// Cocoa (brown dye) can be planted on jungle logs:
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
a_World->GetBlockTypeMeta(a_ClickedBlockPos, BlockType, BlockMeta);
// Check if the block that the player clicked is a jungle log.
if ((BlockType != E_BLOCK_LOG) || ((BlockMeta & 0x03) != E_META_LOG_JUNGLE))
{
return false;
}
// Get the location from the new cocoa pod.
auto CocoaPos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace, false);
BlockMeta = cBlockCocoaPodHandler::BlockFaceToMeta(a_ClickedBlockFace);
// Place the cocoa pod:
if (a_World->GetBlock(CocoaPos) != E_BLOCK_AIR)
{
return false;
}
if (a_Player->PlaceBlock(CocoaPos.x, CocoaPos.y, CocoaPos.z, E_BLOCK_COCOA_POD, BlockMeta))
{
if (a_Player->IsGameModeSurvival())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
}
return false;
}
/** Attempts to use the bonemeal on the plant at the specified (absolute) position.
The effect of fertilization depends on the plant: https://minecraft.gamepedia.com/Bone_Meal#Fertilizer
- grow a few stages
- grow 1 stage with a chance
- drop pickups without destroying the plant
- grow more plants in the vicinity
If fertilized succesfully, spawn appropriate particle effects, too.
Returns true if the plant was fertilized successfully, false if not / not a plant.
Note that successful fertilization doesn't mean successful growth - for blocks that have only a chance to grow,
fertilization success is reported even in the case when the chance fails (bonemeal still needs to be consumed). */
static bool FertilizePlant(cWorld & a_World, Vector3i a_BlockPos)
{
BLOCKTYPE blockType;
NIBBLETYPE blockMeta;
if (!a_World.GetBlockTypeMeta(a_BlockPos, blockType, blockMeta))
{
return false;
}
switch (blockType)
{
case E_BLOCK_WHEAT:
case E_BLOCK_CARROTS:
case E_BLOCK_POTATOES:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
{
// Grow by 2 - 5 stages:
auto numStages = GetRandomProvider().RandInt(2, 5);
if (a_World.GrowPlantAt(a_BlockPos, numStages) <= 0)
{
return false;
}
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
return true;
} // case wheat, carrots, potatoes, melon stem, pumpkin stem
case E_BLOCK_BEETROOTS:
{
// 75% chance of 1-stage growth:
if (GetRandomProvider().RandBool(0.75))
{
if (a_World.GrowPlantAt(a_BlockPos, 1) > 0)
{
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
}
}
return true;
} // case beetroots
case E_BLOCK_SAPLING:
{
// 45% chance of growing to the next stage / full tree:
if (GetRandomProvider().RandBool(0.45))
{
if (a_World.GrowPlantAt(a_BlockPos, 1) > 0)
{
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
}
}
return true;
}
case E_BLOCK_BIG_FLOWER:
{
// Drop the corresponding flower item without destroying the block:
cItems pickups;
switch (blockMeta)
{
case E_META_BIG_FLOWER_SUNFLOWER: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_SUNFLOWER); break;
case E_META_BIG_FLOWER_LILAC: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_LILAC); break;
case E_META_BIG_FLOWER_ROSE_BUSH: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_ROSE_BUSH); break;
case E_META_BIG_FLOWER_PEONY: pickups.Add(E_BLOCK_BIG_FLOWER, 1, E_META_BIG_FLOWER_PEONY); break;
}
// TODO: Should we call any hook for this?
a_World.SpawnItemPickups(pickups, a_BlockPos);
return true;
} // big flower
case E_BLOCK_TALL_GRASS:
case E_BLOCK_COCOA_POD:
{
// Always try to grow 1 stage:
if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0)
{
return false;
}
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
return true;
} // case tall grass
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_BROWN_MUSHROOM:
{
// 40% chance of growing into a large mushroom:
if (GetRandomProvider().RandBool(0.6))
{
return false;
}
if (a_World.GrowPlantAt(a_BlockPos, 1) <= 0)
{
return false;
}
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_BlockPos, 0);
return true;
} // case red or brown mushroom
case E_BLOCK_GRASS:
{
GrowPlantsAround(a_World, a_BlockPos);
return true;
}
// TODO: case E_BLOCK_SWEET_BERRY_BUSH:
// TODO: case E_BLOCK_SEA_PICKLE:
// TODO: case E_BLOCK_KELP:
// TODO: case E_BLOCK_BAMBOO:
} // switch (blockType)
return false;
}
/** Grows new plants around the specified block.
Places up to 40 new plants, with the following probability:
- 0 up to 8 big grass (2-block tall grass)
- 8 up tp 24 tall grass (1-block tall grass)
- 0 up to 8 flowers (biome dependent variants)
The new plants are spawned within 7 taxicab distance of a_Position, on a grass block.
Broadcasts a particle for each new spawned plant. */
static void GrowPlantsAround(cWorld & a_World, const Vector3i a_Position)
{
auto & Random = GetRandomProvider();
auto DoubleGrassCount = Random.RandInt(8U);
auto GrassCount = Random.RandInt(8U, 24U);
auto FlowerCount = Random.RandInt(8U);
// Do a round-robin placement:
while ((DoubleGrassCount > 0) || (GrassCount > 0) || (FlowerCount > 0))
{
// place the big grass:
if (DoubleGrassCount != 0)
{
FindAdjacentGrassAnd<&GrowDoubleTallGrass>(a_World, a_Position);
DoubleGrassCount--;
}
// place the tall grass:
if (GrassCount != 0)
{
FindAdjacentGrassAnd<&GrowTallGrass>(a_World, a_Position);
GrassCount--;
}
// place the flowers
if (FlowerCount != 0)
{
FindAdjacentGrassAnd<&GrowFlower>(a_World, a_Position);
FlowerCount--;
}
}
}
static void GrowDoubleTallGrass(cWorld & a_World, const Vector3i a_Position)
{
a_World.SetBlock(a_Position, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_DOUBLE_TALL_GRASS);
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_Position, 0);
const auto Above = a_Position.addedY(1);
a_World.SetBlock(Above, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_DOUBLE_TALL_GRASS | E_META_BIG_FLOWER_TOP);
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, Above, 0);
}
static void GrowTallGrass(cWorld & a_World, const Vector3i a_Position)
{
a_World.SetBlock(a_Position, E_BLOCK_TALL_GRASS, E_META_TALL_GRASS_GRASS);
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, a_Position, 0);
}
/** Grows a biome-dependent flower according to https://minecraft.gamepedia.com/Flower#Flower_biomes */
static void GrowFlower(cWorld & a_World, const Vector3i a_Position)
{
auto & Random = GetRandomProvider();
switch (a_World.GetBiomeAt(a_Position.x, a_Position.z))
{
case biPlains:
case biSunflowerPlains:
{
switch (Random.RandInt(8))
{
case 0: a_World.SetBlock(a_Position, E_BLOCK_DANDELION, 0); break;
case 1: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_POPPY); break;
case 2: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ALLIUM); break;
case 3: a_World.SetBlock(a_Position, E_BLOCK_RED_ROSE, 0); break; // was renamed to Azure Bluet later
case 4: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_RED_TULIP); break;
case 5: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_PINK_TULIP); break;
case 6: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_WHITE_TULIP); break;
case 7: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ORANGE_TULIP); break;
case 8: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_OXEYE_DAISY); break;
// TODO: Add cornflower
}
break;
}
case biSwampland:
case biSwamplandM:
{
a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_BLUE_ORCHID);
break;
}
case biFlowerForest:
{
switch (Random.RandInt(8))
{
case 0: a_World.SetBlock(a_Position, E_BLOCK_DANDELION, 0); break;
case 1: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_POPPY); break;
case 2: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ALLIUM); break;
case 3: a_World.SetBlock(a_Position, E_BLOCK_RED_ROSE, 0); break; // was renamed to Azure Bluet later
case 4: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_RED_TULIP); break;
case 5: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_PINK_TULIP); break;
case 6: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_WHITE_TULIP); break;
case 7: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_ORANGE_TULIP); break;
case 8: a_World.SetBlock(a_Position, E_BLOCK_FLOWER, E_META_FLOWER_OXEYE_DAISY); break;
// TODO: Add cornflower, lily of the valley
}
break;
}
case biMesa:
case biMesaBryce:
case biMesaPlateau:
case biMesaPlateauF:
case biMesaPlateauM:
case biMesaPlateauFM:
case biMushroomIsland:
case biMushroomShore:
case biNether:
case biEnd:
{
break;
}
default:
{
switch (Random.RandInt(1))
{
case 0: a_World.SetBlock(a_Position, E_BLOCK_DANDELION, 0); break;
case 1: a_World.SetBlock(a_Position, E_BLOCK_RED_ROSE, 0); break;
}
break;
}
}
}
/** Walks adjacent grass blocks up to 7 taxicab distance away from a_Position and calls the Planter function on the first suitable one found.
Does nothing if no position suitable for growing was found. */
template <auto Planter>
static void FindAdjacentGrassAnd(cWorld & a_World, const Vector3i a_Position)
{
auto & Random = GetRandomProvider();
auto Position = a_Position;
// Maximum 7 taxicab distance away from centre:
for (
int Tries = 0;
Tries != 8;
Tries++,
// Get the adjacent block to visit this iteration:
Position += Vector3i(
Random.RandInt(-1, 1),
Random.RandInt(-1, 1) * (Random.RandInt(2) / 2), // Y offset, with discouragement to values that aren't zero
Random.RandInt(-1, 1)
)
)
{
if (
!cChunkDef::IsValidHeight(Position.y) ||
(a_World.GetBlock(Position) != E_BLOCK_GRASS) // Are we looking at grass?
)
{
// Not grass or invalid height, restart random walk and bail:
Position = a_Position;
continue;
}
if (Planter == GrowDoubleTallGrass)
{
const auto TwoAbove = Position.addedY(2);
if ((TwoAbove.y >= cChunkDef::Height) || (a_World.GetBlock(TwoAbove) != E_BLOCK_AIR))
{
// Insufficient space for tall grass:
continue;
}
}
const auto PlantBase = Position.addedY(1);
if ((PlantBase.y >= cChunkDef::Height) || (a_World.GetBlock(PlantBase) != E_BLOCK_AIR))
{
// Insufficient space:
continue;
}
Planter(a_World, PlantBase);
return;
}
}
} ;