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author12xx12 <44411062+12xx12@users.noreply.github.com>2020-11-02 16:44:02 +0100
committerGitHub <noreply@github.com>2020-11-02 16:44:02 +0100
commit177cf041db6c8cab5d8a7dd512f8f41b17b1e281 (patch)
treea031aededdd8b5126752771f8f7cacc8666bd900 /src/Items/ItemDye.h
parentCorrected type for param Pos on spawn enter crystal (#5012) (diff)
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Diffstat (limited to '')
-rw-r--r--src/Items/ItemDye.h202
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;
+ }
}
} ;