#pragma once #include "BlockHandler.h" /** Base class for plants that use light values to decide whether to grow or not. On block update, the plant decides whether to grow, die or stay as-is, based on the CanGrow() overridable method result. */ template class cBlockPlant: public cBlockHandler { using super = cBlockHandler; public: cBlockPlant(BLOCKTYPE a_BlockType): super(a_BlockType) { } virtual void OnUpdate(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override { Vector3i relPos(a_RelX, a_RelY, a_RelZ); auto action = CanGrow(a_Chunk, relPos); switch (action) { case paGrowth: { Grow(a_Chunk, relPos); break; } case paDeath: { a_ChunkInterface.DigBlock(a_WorldInterface, a_Chunk.RelativeToAbsolute(relPos)); break; } case paStay: break; // do nothing } } protected: /** The action the plant can take on an update. */ enum PlantAction { paDeath, paGrowth, paStay }; /** Checks whether there is enough light for the plant to grow. If the plant doesn't require light to grow, then it returns paGrowth. If the plant requires light to grow and there is enough light, it returns paGrowth. If the plant requires light to grow and there isn't enough light, it returns paStay. If the plant requires light to grow and there is too little light, it returns paDeath. */ PlantAction HasEnoughLight(cChunk & a_Chunk, Vector3i a_RelPos) { // If the plant requires light to grow, check to see if there is enough light // Otherwise, return true if (!NeedsLightToGrow) { return paGrowth; } // Based on light levels, decide between growth, stay and death: // Grow if the combined adjusted light above is bright enough. if (a_Chunk.GetLightAltered(a_RelPos + Vector3i(0, 1, 0)) > 8) { return paGrowth; } // Die if the combined non-adjusted light inside is dark enough. if (a_Chunk.GetLight(a_RelPos) < 8) { return paDeath; } // Otherwise stay the same. return paStay; } /** Checks whether a plant can grow grow, based on what is returned from cBlockPlant::HasEnoughLight and a random check based on what is returned from cBlockPlant::GetGrowthChance. Can return three values. paGrowth when the conditions are right for the plant to grow. paStay when the conditions are not quite right. paDeath is returned when there isn't enough light for the plant to survive. Plants that don't require light will never have a paDeath returned */ virtual PlantAction CanGrow(cChunk & a_Chunk, Vector3i a_RelPos) { // Plant can grow if it has the required amount of light, and it passes a random chance based on surrounding blocks auto action = HasEnoughLight(a_Chunk, a_RelPos); if ((action == paGrowth) && !GetRandomProvider().RandBool(1.0 / GetGrowthChance(a_Chunk, a_RelPos))) { action = paStay; } return action; } /** Generates an int value between 4 and 25 based on surrounding blocks that affect how quickly the plant grows. The higher the value, the less likely the plant is to grow */ virtual int GetGrowthChance(cChunk & a_Chunk, Vector3i a_RelPos) { float Chance = 1.0f; a_RelPos.y -= 1; for (int x = -1; x < 2; ++x) { for (int z = -1; z < 2; ++z) { float Adjustment = 0.0f; BLOCKTYPE Block; NIBBLETYPE Meta; // If the chunk we are trying to get the block information from is loaded if (a_Chunk.UnboundedRelGetBlock(a_RelPos + Vector3i(x, 0, z), Block, Meta)) { cBlockHandler * Handler = BlockHandler(Block); // If the block affects growth, add to the adjustment if (Handler->CanSustainPlant(m_BlockType)) { Adjustment = 1.0f; // Farmland alters the chance further if it is watered if ((Block == E_BLOCK_FARMLAND) && (Meta != 0)) { Adjustment = 3.0f; } } } // If this is not the block right underneath the plant, it has little effect on the growth if ((x != 0) || (z != 0)) { Adjustment /= 4.0f; } Chance += Adjustment; } } return FloorC(24.0f / Chance) + 1; } };