#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_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
if ((a_Item.m_ItemDamage == E_META_DYE_WHITE) && (a_BlockFace != BLOCK_FACE_NONE))
{
// Bonemeal (white dye) is used to fertilize plants:
if (fertilizePlant(*a_World, {a_BlockX, a_BlockY, a_BlockZ}))
{
if (a_Player->IsGameModeSurvival())
{
a_Player->GetInventory().RemoveOneEquippedItem();
return true;
}
}
}
else if ((a_Item.m_ItemDamage == E_META_DYE_BROWN) && (a_BlockFace >= BLOCK_FACE_ZM) && (a_BlockFace <= 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_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
// Check if the block that the player clicked is a jungle log.
if ((BlockType != E_BLOCK_LOG) || ((BlockMeta & 0x3) != E_META_LOG_JUNGLE))
{
return false;
}
// Get the location from the new cocoa pod.
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, false);
BlockMeta = cBlockCocoaPodHandler::BlockFaceToMeta(a_BlockFace);
if (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_AIR)
{
return false;
}
// Place the cocoa pod:
if (a_Player->PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, 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). */
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:
- 20 % big grass (2-block tall grass)
- 60 % tall grass (1-block tall grass)
- 20 % flowers (biome dependent variants)
The new plants are spawned within 7 taxicab distance of a_BlockPos, on a grass block.
Broadcasts a particle for each new spawned plant. */
void growPlantsAround(cWorld & a_World, Vector3i a_BlockPos)
{
auto & r1 = GetRandomProvider();
for (int i = 0; i < 40; ++i)
{
int ofsY = r1.RandInt(3) + r1.RandInt(3) - 3;
if (!cChunkDef::IsValidHeight(a_BlockPos.y + ofsY))
{
continue;
}
int ofsX = (r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3)) / 2 - 3;
int ofsZ = (r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3) + r1.RandInt(3)) / 2 - 3;
Vector3i ofs(ofsX, ofsY, ofsZ);
auto typeGround = a_World.GetBlock(a_BlockPos + ofs);
if (typeGround != E_BLOCK_GRASS)
{
continue;
}
auto pos = a_BlockPos + ofs.addedY(1);
auto typeAbove = a_World.GetBlock(pos);
if (typeAbove != E_BLOCK_AIR)
{
continue;
}
BLOCKTYPE spawnType;
NIBBLETYPE spawnMeta = 0;
switch (r1.RandInt(10))
{
case 0: spawnType = E_BLOCK_YELLOW_FLOWER; break;
case 1: spawnType = E_BLOCK_RED_ROSE; break;
default:
{
spawnType = E_BLOCK_TALL_GRASS;
spawnMeta = E_META_TALL_GRASS_GRASS;
break;
}
} // switch (random spawn block type)
a_World.SetBlock(pos, spawnType, spawnMeta);
a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, pos, 0);
} // for i - attempts
}
} ;