4jcraft/Minecraft.World/Blocks/VineTile.cpp
2026-03-21 15:52:50 -05:00

378 lines
15 KiB
C++

#include "../Platform/stdafx.h"
#include "VineTile.h"
#include "Material.h"
#include "../Util/JavaMath.h"
#include "../Util/Facing.h"
#include "../Headers/net.minecraft.world.level.h"
#include "../Headers/net.minecraft.world.item.h"
#include "../Headers/net.minecraft.stats.h"
#include "../Headers/net.minecraft.world.level.biome.h"
VineTile::VineTile(int id)
: Tile(id, Material::replaceable_plant, false) {
setTicking(true);
}
void VineTile::updateDefaultShape() { setShape(0, 0, 0, 1, 1, 1); }
int VineTile::getRenderShape() { return SHAPE_VINE; }
bool VineTile::isSolidRender(bool isServerLevel) { return false; }
bool VineTile::isCubeShaped() { return false; }
void VineTile::updateShape(
LevelSource* level, int x, int y, int z, int forceData,
std::shared_ptr<TileEntity>
forceEntity) // 4J added forceData, forceEntity param
{
const float thickness = 1.0f / 16.0f;
int facings = level->getData(x, y, z);
float minX = 1;
float minY = 1;
float minZ = 1;
float maxX = 0;
float maxY = 0;
float maxZ = 0;
bool hasWall = facings > 0;
if ((facings & VINE_WEST) != 0) {
maxX = Math::_max(maxX, thickness);
minX = 0;
minY = 0;
maxY = 1;
minZ = 0;
maxZ = 1;
hasWall = true;
}
if ((facings & VINE_EAST) != 0) {
minX = Math::_min(minX, 1 - thickness);
maxX = 1;
minY = 0;
maxY = 1;
minZ = 0;
maxZ = 1;
hasWall = true;
}
if ((facings & VINE_NORTH) != 0) {
maxZ = Math::_max(maxZ, thickness);
minZ = 0;
minX = 0;
maxX = 1;
minY = 0;
maxY = 1;
hasWall = true;
}
if ((facings & VINE_SOUTH) != 0) {
minZ = Math::_min(minZ, 1 - thickness);
maxZ = 1;
minX = 0;
maxX = 1;
minY = 0;
maxY = 1;
hasWall = true;
}
if (!hasWall && isAcceptableNeighbor(level->getTile(x, y + 1, z))) {
minY = Math::_min(minY, 1 - thickness);
maxY = 1;
minX = 0;
maxX = 1;
minZ = 0;
maxZ = 1;
}
setShape(minX, minY, minZ, maxX, maxY, maxZ);
}
AABB* VineTile::getAABB(Level* level, int x, int y, int z) { return NULL; }
bool VineTile::mayPlace(Level* level, int x, int y, int z, int face) {
switch (face) {
default:
return false;
case Facing::UP:
return isAcceptableNeighbor(level->getTile(x, y + 1, z));
case Facing::NORTH:
return isAcceptableNeighbor(level->getTile(x, y, z + 1));
case Facing::SOUTH:
return isAcceptableNeighbor(level->getTile(x, y, z - 1));
case Facing::EAST:
return isAcceptableNeighbor(level->getTile(x - 1, y, z));
case Facing::WEST:
return isAcceptableNeighbor(level->getTile(x + 1, y, z));
}
}
bool VineTile::isAcceptableNeighbor(int id) {
if (id == 0) return false;
Tile* tile = Tile::tiles[id];
if (tile->isCubeShaped() && tile->material->blocksMotion()) return true;
return false;
}
bool VineTile::updateSurvival(Level* level, int x, int y, int z) {
int facings = level->getData(x, y, z);
int newFacings = facings;
if (newFacings > 0) {
for (int d = 0; d <= 3; d++) {
int facing = 1 << d;
if ((facings & facing) != 0) {
if (!isAcceptableNeighbor(
level->getTile(x + Direction::STEP_X[d], y,
z + Direction::STEP_Z[d]))) {
// no attachment in this direction,
// verify that there is vines hanging above
if (level->getTile(x, y + 1, z) != id ||
(level->getData(x, y + 1, z) & facing) == 0) {
newFacings &= ~facing;
}
}
}
}
}
if (newFacings == 0) {
// the block will die unless it has a roof
if (!isAcceptableNeighbor(level->getTile(x, y + 1, z))) {
return false;
}
}
if (newFacings != facings) {
level->setData(x, y, z, newFacings, Tile::UPDATE_CLIENTS);
}
return true;
}
int VineTile::getColor() const { return FoliageColor::getDefaultColor(); }
int VineTile::getColor(int auxData) { return FoliageColor::getDefaultColor(); }
int VineTile::getColor(LevelSource* level, int x, int y, int z, int data) {
return getColor(level, x, y, z);
}
int VineTile::getColor(LevelSource* level, int x, int y, int z) {
return level->getBiome(x, z)->getFolageColor();
}
void VineTile::neighborChanged(Level* level, int x, int y, int z, int type) {
if (!level->isClientSide && !updateSurvival(level, x, y, z)) {
spawnResources(level, x, y, z, level->getData(x, y, z), 0);
level->removeTile(x, y, z);
}
}
void VineTile::tick(Level* level, int x, int y, int z, Random* random) {
if (!level->isClientSide) {
if (level->random->nextInt(4) == 0) {
// 4J - Brought side spread check forward from 1.2.3
int r = 4;
int max = 5;
bool noSideSpread = false;
for (int xx = x - r; xx <= x + r; xx++) {
for (int zz = z - r; zz <= z + r; zz++)
for (int yy = y - 1; yy <= y + 1; yy++) {
if (level->getTile(xx, yy, zz) == id && --max <= 0) {
noSideSpread = true;
goto testLoop;
}
}
testLoop:
if (noSideSpread) break;
}
int currentFacings = level->getData(x, y, z);
int testFacing = level->random->nextInt(6);
int testDirection = Direction::FACING_DIRECTION[testFacing];
if (testFacing == Facing::UP && y < (Level::maxBuildHeight - 1) &&
level->isEmptyTile(x, y + 1, z)) {
// 4J - Brought side spread check forward from 1.2.3
if (noSideSpread) return;
// grow upwards, but only if there is something to cling to
int spawnFacings = level->random->nextInt(16) & currentFacings;
if (spawnFacings > 0) {
for (int d = 0; d <= 3; d++) {
if (!isAcceptableNeighbor(
level->getTile(x + Direction::STEP_X[d], y + 1,
z + Direction::STEP_Z[d]))) {
spawnFacings &= ~(1 << d);
}
}
if (spawnFacings > 0) {
level->setTileAndData(x, y + 1, z, id, spawnFacings,
Tile::UPDATE_CLIENTS);
}
}
} else if (testFacing >= Facing::NORTH &&
testFacing <= Facing::EAST &&
(currentFacings & (1 << testDirection)) == 0) {
// 4J - Brought side spread check forward from 1.2.3
if (noSideSpread) return;
int edgeTile =
level->getTile(x + Direction::STEP_X[testDirection], y,
z + Direction::STEP_Z[testDirection]);
if (edgeTile == 0 || Tile::tiles[edgeTile] == NULL) {
// if the edge tile is air, we could possibly cling
// to something
int left = (testDirection + 1) & 3;
int right = (testDirection + 3) & 3;
// attempt to grow straight onto solid tiles
if ((currentFacings & (1 << left)) != 0 &&
isAcceptableNeighbor(level->getTile(
x + Direction::STEP_X[testDirection] +
Direction::STEP_X[left],
y,
z + Direction::STEP_Z[testDirection] +
Direction::STEP_Z[left]))) {
level->setTileAndData(
x + Direction::STEP_X[testDirection], y,
z + Direction::STEP_Z[testDirection], id, 1 << left,
Tile::UPDATE_CLIENTS);
} else if ((currentFacings & (1 << right)) != 0 &&
isAcceptableNeighbor(level->getTile(
x + Direction::STEP_X[testDirection] +
Direction::STEP_X[right],
y,
z + Direction::STEP_Z[testDirection] +
Direction::STEP_Z[right]))) {
level->setTileAndData(
x + Direction::STEP_X[testDirection], y,
z + Direction::STEP_Z[testDirection], id,
1 << right, Tile::UPDATE_CLIENTS);
}
// attempt to grow around corners, but only if the
// base tile is solid
else if ((currentFacings & (1 << left)) != 0 &&
level->isEmptyTile(
x + Direction::STEP_X[testDirection] +
Direction::STEP_X[left],
y,
z + Direction::STEP_Z[testDirection] +
Direction::STEP_Z[left]) &&
isAcceptableNeighbor(
level->getTile(x + Direction::STEP_X[left], y,
z + Direction::STEP_Z[left]))) {
level->setTileAndData(
x + Direction::STEP_X[testDirection] +
Direction::STEP_X[left],
y,
z + Direction::STEP_Z[testDirection] +
Direction::STEP_Z[left],
id, 1 << ((testDirection + 2) & 3),
Tile::UPDATE_CLIENTS);
} else if ((currentFacings & (1 << right)) != 0 &&
level->isEmptyTile(
x + Direction::STEP_X[testDirection] +
Direction::STEP_X[right],
y,
z + Direction::STEP_Z[testDirection] +
Direction::STEP_Z[right]) &&
isAcceptableNeighbor(level->getTile(
x + Direction::STEP_X[right], y,
z + Direction::STEP_Z[right]))) {
level->setTileAndData(
x + Direction::STEP_X[testDirection] +
Direction::STEP_X[right],
y,
z + Direction::STEP_Z[testDirection] +
Direction::STEP_Z[right],
id, 1 << ((testDirection + 2) & 3),
Tile::UPDATE_CLIENTS);
}
// attempt to grow onto the ceiling
else if (isAcceptableNeighbor(level->getTile(
x + Direction::STEP_X[testDirection], y + 1,
z + Direction::STEP_Z[testDirection]))) {
level->setTileAndData(
x + Direction::STEP_X[testDirection], y,
z + Direction::STEP_Z[testDirection], id, 0,
Tile::UPDATE_CLIENTS);
}
} else if (Tile::tiles[edgeTile]->material->isSolidBlocking() &&
Tile::tiles[edgeTile]->isCubeShaped()) {
// we have a wall that we can cling to
level->setData(x, y, z,
currentFacings | (1 << testDirection),
Tile::UPDATE_CLIENTS);
}
}
// growing downwards happens more often than the other
// directions
else if (y > 1) {
int belowTile = level->getTile(x, y - 1, z);
// grow downwards into air
if (belowTile == 0) {
int spawnFacings =
level->random->nextInt(16) & currentFacings;
if (spawnFacings > 0) {
level->setTileAndData(x, y - 1, z, id, spawnFacings,
Tile::UPDATE_CLIENTS);
}
} else if (belowTile == id) {
int spawnFacings =
level->random->nextInt(16) & currentFacings;
int belowData = level->getData(x, y - 1, z);
if (belowData != (belowData | spawnFacings)) {
level->setData(x, y - 1, z, belowData | spawnFacings,
Tile::UPDATE_CLIENTS);
}
}
}
}
}
}
int VineTile::getPlacedOnFaceDataValue(Level* level, int x, int y, int z,
int face, float clickX, float clickY,
float clickZ, int itemValue) {
int facings = 0;
switch (face) {
case Facing::NORTH:
facings = VINE_SOUTH;
break;
case Facing::SOUTH:
facings = VINE_NORTH;
break;
case Facing::WEST:
facings = VINE_EAST;
break;
case Facing::EAST:
facings = VINE_WEST;
break;
}
if (facings != 0) {
return facings;
}
return itemValue;
}
int VineTile::getResource(int data, Random* random, int playerBonusLevel) {
return 0;
}
int VineTile::getResourceCount(Random* random) { return 0; }
void VineTile::playerDestroy(Level* level, std::shared_ptr<Player> player,
int x, int y, int z, int data) {
if (!level->isClientSide && player->getSelectedItem() != NULL &&
player->getSelectedItem()->id == Item::shears->id) {
player->awardStat(GenericStats::blocksMined(id),
GenericStats::param_blocksMined(id, data, 1));
// drop leaf block instead of sapling
popResource(
level, x, y, z,
std::shared_ptr<ItemInstance>(new ItemInstance(Tile::vine, 1, 0)));
} else {
Tile::playerDestroy(level, player, x, y, z, data);
}
}