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author | 12xx12 <44411062+12xx12@users.noreply.github.com> | 2020-11-02 16:44:02 +0100 |
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committer | GitHub <noreply@github.com> | 2020-11-02 16:44:02 +0100 |
commit | 177cf041db6c8cab5d8a7dd512f8f41b17b1e281 (patch) | |
tree | a031aededdd8b5126752771f8f7cacc8666bd900 /src/Items/ItemDye.h | |
parent | Corrected type for param Pos on spawn enter crystal (#5012) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Items/ItemDye.h | 202 |
1 files changed, 168 insertions, 34 deletions
diff --git a/src/Items/ItemDye.h b/src/Items/ItemDye.h index 5e3088541..da657007f 100644 --- a/src/Items/ItemDye.h +++ b/src/Items/ItemDye.h @@ -100,7 +100,7 @@ public: 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) + static bool FertilizePlant(cWorld & a_World, Vector3i a_BlockPos) { BLOCKTYPE blockType; NIBBLETYPE blockMeta; @@ -198,7 +198,7 @@ public: case E_BLOCK_GRASS: { - growPlantsAround(a_World, a_BlockPos); + GrowPlantsAround(a_World, a_BlockPos); return true; } @@ -216,51 +216,185 @@ public: /** 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. + - 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. */ - void growPlantsAround(cWorld & a_World, Vector3i a_BlockPos) + static void GrowPlantsAround(cWorld & a_World, const Vector3i a_Position) { - auto & r1 = GetRandomProvider(); - for (int i = 0; i < 40; ++i) + 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)) { - int ofsY = r1.RandInt(3) + r1.RandInt(3) - 3; - if (!cChunkDef::IsValidHeight(a_BlockPos.y + ofsY)) + // place the big grass: + if (DoubleGrassCount != 0) { - continue; + FindAdjacentGrassAnd<&GrowDoubleTallGrass>(a_World, a_Position); + DoubleGrassCount--; } - 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) + + // place the tall grass: + if (GrassCount != 0) { - continue; + FindAdjacentGrassAnd<&GrowTallGrass>(a_World, a_Position); + GrassCount--; } - auto pos = a_BlockPos + ofs.addedY(1); - auto typeAbove = a_World.GetBlock(pos); - if (typeAbove != E_BLOCK_AIR) + + // 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; } - BLOCKTYPE spawnType; - NIBBLETYPE spawnMeta = 0; - switch (r1.RandInt(10)) + + if (Planter == GrowDoubleTallGrass) { - case 0: spawnType = E_BLOCK_YELLOW_FLOWER; break; - case 1: spawnType = E_BLOCK_RED_ROSE; break; - default: + const auto TwoAbove = Position.addedY(2); + if ((TwoAbove.y >= cChunkDef::Height) || (a_World.GetBlock(TwoAbove) != E_BLOCK_AIR)) { - spawnType = E_BLOCK_TALL_GRASS; - spawnMeta = E_META_TALL_GRASS_GRASS; - break; + // Insufficient space for tall grass: + continue; } - } // switch (random spawn block type) - a_World.SetBlock(pos, spawnType, spawnMeta); - a_World.BroadcastSoundParticleEffect(EffectID::PARTICLE_HAPPY_VILLAGER, pos, 0); - } // for i - attempts + } + + 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; + } } } ; |