#pragma once
#include "BlockHandler.h"
#include "BlockSlab.h"
#include "BlockStairs.h"
#include "../BlockInfo.h"
#include "../Chunk.h"
#include "Defines.h"
#include "Entities/Player.h"
#include "Mixins.h"
#include "ChunkInterface.h"
#include "World.h"
class cBlockButtonHandler final
: public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x07, 0x04, 0x01, 0x03, 0x02, true>>
{
using Super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x07, 0x04, 0x01, 0x03, 0x02, true>>;
public:
using Super::Super;
/** Extracts the ON bit from metadata and returns if true if it is set */
static bool IsButtonOn(NIBBLETYPE a_Meta) { return (a_Meta & 0x08) == 0x08; }
/** Event handler for an arrow striking a block.
Performs appropriate handling if the arrow intersected a wooden button. */
static void OnArrowHit(cWorld & a_World, const Vector3i a_Position, const eBlockFace a_HitFace)
{
BLOCKTYPE Type;
NIBBLETYPE Meta;
const auto Pos = AddFaceDirection(a_Position, a_HitFace);
if (!a_World.GetBlockTypeMeta(Pos, Type, Meta) || IsButtonOn(Meta) ||
!IsButtonPressedByArrow(a_World, Pos, Type, Meta))
{
// Bail if we're not specifically a wooden button, or it's already on
// or if the arrow didn't intersect. It is very important that nothing is
// done if the button is depressed, since the release task will already be queued
return;
}
a_World.SetBlockMeta(Pos, Meta | 0x08);
a_World.WakeUpSimulators(Pos);
// sound name is ok to be wood, because only wood gets triggered by arrow
a_World.GetBroadcastManager().BroadcastSoundEffect("block.wood_button.click_on", Pos, 0.5f, 0.6f);
// Queue a button reset
QueueButtonRelease(a_World, Pos, Type);
}
private:
virtual bool OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const override
{
NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockPos);
// If button is already on, do nothing:
if (IsButtonOn(Meta))
{
return false;
}
// Set the ON bit to on
Meta |= 0x08;
const auto SoundToPlay =
(m_BlockType == E_BLOCK_STONE_BUTTON) ? "block.stone_button.click_on" : "block.wood_button.click_on";
a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta);
a_WorldInterface.WakeUpSimulators(a_BlockPos);
a_WorldInterface.GetBroadcastManager()
.BroadcastSoundEffect(SoundToPlay, a_BlockPos, 0.5f, 0.6f, a_Player.GetClientHandle());
// Queue a button reset (unpress)
QueueButtonRelease(*a_Player.GetWorld(), a_BlockPos, m_BlockType);
return true;
}
virtual bool IsUseable(void) const override { return true; }
/** Converts the block meta of this button into a block face of the neighbor to which the button is attached. */
inline static eBlockFace BlockMetaDataToBlockFace(NIBBLETYPE a_Meta)
{
switch (a_Meta & 0x7)
{
case 0x0: return BLOCK_FACE_YM;
case 0x1: return BLOCK_FACE_XP;
case 0x2: return BLOCK_FACE_XM;
case 0x3: return BLOCK_FACE_ZP;
case 0x4: return BLOCK_FACE_ZM;
case 0x5: return BLOCK_FACE_YP;
default:
{
ASSERT(!"Unhandled block meta!");
return BLOCK_FACE_NONE;
}
}
}
virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
{
auto SupportRelPos = AddFaceDirection(a_Position, BlockMetaDataToBlockFace(a_Meta), true);
if (!cChunkDef::IsValidHeight(SupportRelPos))
{
return false;
}
BLOCKTYPE SupportBlockType;
NIBBLETYPE SupportBlockMeta;
a_Chunk.UnboundedRelGetBlock(SupportRelPos, SupportBlockType, SupportBlockMeta);
eBlockFace Face = BlockMetaDataToBlockFace(a_Meta);
// upside down slabs
if (cBlockSlabHandler::IsAnySlabType(SupportBlockType))
{
return (Face == BLOCK_FACE_YP) && (SupportBlockMeta & E_META_WOODEN_SLAB_UPSIDE_DOWN);
}
// stairs (top and sides)
if (cBlockStairsHandler::IsAnyStairType(SupportBlockType))
{
switch (Face)
{
case eBlockFace::BLOCK_FACE_YP: return (SupportBlockMeta & E_BLOCK_STAIRS_UPSIDE_DOWN);
case eBlockFace::BLOCK_FACE_XP: return ((SupportBlockMeta & 0b11) == E_BLOCK_STAIRS_XP);
case eBlockFace::BLOCK_FACE_XM: return ((SupportBlockMeta & 0b11) == E_BLOCK_STAIRS_XM);
case eBlockFace::BLOCK_FACE_ZP: return ((SupportBlockMeta & 0b11) == E_BLOCK_STAIRS_ZP);
case eBlockFace::BLOCK_FACE_ZM: return ((SupportBlockMeta & 0b11) == E_BLOCK_STAIRS_ZM);
default:
{
return false;
}
}
}
return cBlockInfo::FullyOccupiesVoxel(SupportBlockType);
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
return 0;
}
/** Schedules a recurring event at appropriate intervals to release a button at a given position.
The given block type is checked when the task is executed to ensure the position still contains a button. */
static void QueueButtonRelease(cWorld & a_ButtonWorld, const Vector3i a_Position, const BLOCKTYPE a_BlockType)
{
const auto TickDelay = (a_BlockType == E_BLOCK_STONE_BUTTON) ? 20_tick : 30_tick;
a_ButtonWorld.ScheduleTask(
TickDelay,
[a_Position, a_BlockType](cWorld & a_World)
{
BLOCKTYPE Type;
NIBBLETYPE Meta;
if (!a_World.GetBlockTypeMeta(a_Position, Type, Meta) || (Type != a_BlockType) || !IsButtonOn(Meta))
{
// Total failure or block changed, bail
return;
}
if (IsButtonPressedByArrow(a_World, a_Position, Type, Meta))
{
// Try again in a little while
QueueButtonRelease(a_World, a_Position, a_BlockType);
return;
}
// Block hasn't change in the meantime; release it
const auto SoundToPlayOnRelease =
(Type == E_BLOCK_STONE_BUTTON) ? "block.stone_button.click_off" : "block.wood_button.click_off";
a_World.SetBlockMeta(a_Position, Meta & 0x07);
a_World.WakeUpSimulators(a_Position);
a_World.BroadcastSoundEffect(SoundToPlayOnRelease, a_Position, 0.5f, 0.5f);
}
);
}
/** Returns true if an arrow was found in the wooden button */
static bool IsButtonPressedByArrow(
cWorld & a_World,
const Vector3i a_ButtonPosition,
const BLOCKTYPE a_BlockType,
const NIBBLETYPE a_Meta
)
{
if (a_BlockType != E_BLOCK_WOODEN_BUTTON)
{
return false;
}
const auto FaceOffset = GetButtonOffsetOnBlock(a_Meta);
const bool FoundArrow = !a_World.ForEachEntityInBox(
cBoundingBox(FaceOffset + a_ButtonPosition, 0.2, 0.2),
[](cEntity & a_Entity) { return a_Entity.IsArrow(); }
);
return FoundArrow;
}
/** Returns an offset to the integer world coordinates of a button.
Applying this offset yields the centre of the button's bounding box,
in terms of the position within the block the button with given meta occupies.
TODO: this is only approximate, return the exact bbox instead. */
static Vector3d GetButtonOffsetOnBlock(NIBBLETYPE a_Meta)
{
switch (BlockMetaDataToBlockFace(a_Meta))
{
case BLOCK_FACE_YM: return {0.5, 1, 0.5};
case BLOCK_FACE_XP: return {0, 0.5, 0.5};
case BLOCK_FACE_XM: return {1, 0.5, 0.5};
case BLOCK_FACE_ZP: return {0.5, 0.5, 0};
case BLOCK_FACE_ZM: return {0.5, 0.5, 1};
case BLOCK_FACE_YP: return {0.5, 0, 0.5};
case BLOCK_FACE_NONE:
{
break;
}
}
UNREACHABLE("Unhandled block face!");
}
};