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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-06-28 13:15:35 +00:00
chore: format Minecraft.World
This commit is contained in:
@@ -8,32 +8,22 @@
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#include "../Headers/net.minecraft.stats.h"
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#include "../Headers/net.minecraft.world.level.biome.h"
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VineTile::VineTile(int id) : Tile(id, Material::replaceable_plant, false)
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{
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VineTile::VineTile(int id) : Tile(id, Material::replaceable_plant, false) {
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setTicking(true);
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}
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void VineTile::updateDefaultShape()
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{
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setShape(0, 0, 0, 1, 1, 1);
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}
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void VineTile::updateDefaultShape() { setShape(0, 0, 0, 1, 1, 1); }
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int VineTile::getRenderShape()
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{
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return SHAPE_VINE;
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}
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int VineTile::getRenderShape() { return SHAPE_VINE; }
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bool VineTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool VineTile::isSolidRender(bool isServerLevel) { return false; }
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bool VineTile::isCubeShaped()
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{
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return false;
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}
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bool VineTile::isCubeShaped() { return false; }
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void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, std::shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
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void VineTile::updateShape(
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LevelSource* level, int x, int y, int z, int forceData,
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std::shared_ptr<TileEntity>
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forceEntity) // 4J added forceData, forceEntity param
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{
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const float thickness = 1.0f / 16.0f;
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@@ -47,8 +37,7 @@ void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceDat
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float maxZ = 0;
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bool hasWall = facings > 0;
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if ((facings & VINE_WEST) != 0)
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{
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if ((facings & VINE_WEST) != 0) {
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maxX = Math::_max(maxX, thickness);
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minX = 0;
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minY = 0;
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@@ -57,8 +46,7 @@ void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceDat
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maxZ = 1;
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hasWall = true;
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}
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if ((facings & VINE_EAST) != 0)
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{
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if ((facings & VINE_EAST) != 0) {
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minX = Math::_min(minX, 1 - thickness);
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maxX = 1;
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minY = 0;
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@@ -67,8 +55,7 @@ void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceDat
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maxZ = 1;
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hasWall = true;
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}
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if ((facings & VINE_NORTH) != 0)
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{
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if ((facings & VINE_NORTH) != 0) {
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maxZ = Math::_max(maxZ, thickness);
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minZ = 0;
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minX = 0;
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@@ -77,8 +64,7 @@ void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceDat
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maxY = 1;
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hasWall = true;
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}
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if ((facings & VINE_SOUTH) != 0)
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{
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if ((facings & VINE_SOUTH) != 0) {
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minZ = Math::_min(minZ, 1 - thickness);
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maxZ = 1;
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minX = 0;
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@@ -87,8 +73,7 @@ void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceDat
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maxY = 1;
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hasWall = true;
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}
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if (!hasWall && isAcceptableNeighbor(level->getTile(x, y + 1, z)))
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{
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if (!hasWall && isAcceptableNeighbor(level->getTile(x, y + 1, z))) {
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minY = Math::_min(minY, 1 - thickness);
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maxY = 1;
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minX = 0;
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@@ -97,59 +82,49 @@ void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceDat
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maxZ = 1;
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}
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setShape(minX, minY, minZ, maxX, maxY, maxZ);
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}
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AABB *VineTile::getAABB(Level *level, int x, int y, int z)
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{
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return NULL;
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}
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AABB* VineTile::getAABB(Level* level, int x, int y, int z) { return NULL; }
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bool VineTile::mayPlace(Level *level, int x, int y, int z, int face)
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{
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switch (face)
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{
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default:
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return false;
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case Facing::UP:
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return isAcceptableNeighbor(level->getTile(x, y + 1, z));
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case Facing::NORTH:
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return isAcceptableNeighbor(level->getTile(x, y, z + 1));
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case Facing::SOUTH:
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return isAcceptableNeighbor(level->getTile(x, y, z - 1));
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case Facing::EAST:
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return isAcceptableNeighbor(level->getTile(x - 1, y, z));
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case Facing::WEST:
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return isAcceptableNeighbor(level->getTile(x + 1, y, z));
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bool VineTile::mayPlace(Level* level, int x, int y, int z, int face) {
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switch (face) {
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default:
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return false;
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case Facing::UP:
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return isAcceptableNeighbor(level->getTile(x, y + 1, z));
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case Facing::NORTH:
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return isAcceptableNeighbor(level->getTile(x, y, z + 1));
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case Facing::SOUTH:
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return isAcceptableNeighbor(level->getTile(x, y, z - 1));
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case Facing::EAST:
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return isAcceptableNeighbor(level->getTile(x - 1, y, z));
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case Facing::WEST:
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return isAcceptableNeighbor(level->getTile(x + 1, y, z));
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}
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}
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bool VineTile::isAcceptableNeighbor(int id)
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{
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bool VineTile::isAcceptableNeighbor(int id) {
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if (id == 0) return false;
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Tile *tile = Tile::tiles[id];
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Tile* tile = Tile::tiles[id];
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if (tile->isCubeShaped() && tile->material->blocksMotion()) return true;
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return false;
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}
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bool VineTile::updateSurvival(Level *level, int x, int y, int z)
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{
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bool VineTile::updateSurvival(Level* level, int x, int y, int z) {
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int facings = level->getData(x, y, z);
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int newFacings = facings;
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if (newFacings > 0)
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{
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for (int d = 0; d <= 3; d++)
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{
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if (newFacings > 0) {
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for (int d = 0; d <= 3; d++) {
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int facing = 1 << d;
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if ((facings & facing) != 0)
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{
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if (!isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[d], y, z + Direction::STEP_Z[d])))
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{
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if ((facings & facing) != 0) {
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if (!isAcceptableNeighbor(
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level->getTile(x + Direction::STEP_X[d], y,
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z + Direction::STEP_Z[d]))) {
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// no attachment in this direction,
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// verify that there is vines hanging above
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if (level->getTile(x, y + 1, z) != id || (level->getData(x, y + 1, z) & facing) == 0)
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{
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if (level->getTile(x, y + 1, z) != id ||
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(level->getData(x, y + 1, z) & facing) == 0) {
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newFacings &= ~facing;
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}
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}
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@@ -157,172 +132,186 @@ bool VineTile::updateSurvival(Level *level, int x, int y, int z)
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}
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}
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if (newFacings == 0)
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{
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if (newFacings == 0) {
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// the block will die unless it has a roof
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if (!isAcceptableNeighbor(level->getTile(x, y + 1, z)))
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{
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if (!isAcceptableNeighbor(level->getTile(x, y + 1, z))) {
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return false;
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}
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}
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if (newFacings != facings)
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{
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if (newFacings != facings) {
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level->setData(x, y, z, newFacings);
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}
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return true;
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}
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int VineTile::getColor() const
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{
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return FoliageColor::getDefaultColor();
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int VineTile::getColor() const { return FoliageColor::getDefaultColor(); }
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int VineTile::getColor(int auxData) { return FoliageColor::getDefaultColor(); }
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int VineTile::getColor(LevelSource* level, int x, int y, int z, int data) {
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return getColor(level, x, y, z);
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}
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int VineTile::getColor(int auxData)
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{
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return FoliageColor::getDefaultColor();
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int VineTile::getColor(LevelSource* level, int x, int y, int z) {
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return level->getBiome(x, z)->getFolageColor();
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}
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int VineTile::getColor(LevelSource *level, int x, int y, int z, int data)
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{
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return getColor(level, x, y, z);
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}
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int VineTile::getColor(LevelSource *level, int x, int y, int z)
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{
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return level->getBiome(x, z)->getFolageColor();
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}
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void VineTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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if (!level->isClientSide && !updateSurvival(level, x, y, z))
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{
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void VineTile::neighborChanged(Level* level, int x, int y, int z, int type) {
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if (!level->isClientSide && !updateSurvival(level, x, y, z)) {
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spawnResources(level, x, y, z, level->getData(x, y, z), 0);
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level->setTile(x, y, z, 0);
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}
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}
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void VineTile::tick(Level *level, int x, int y, int z, Random *random)
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{
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if (!level->isClientSide)
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{
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if (level->random->nextInt(4) == 0)
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{
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// 4J - Brought side spread check forward from 1.2.3
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int r = 4;
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int max = 5;
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bool noSideSpread = false;
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for (int xx = x - r; xx <= x + r; xx++)
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{
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for (int zz = z - r; zz <= z + r; zz++)
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for (int yy = y - 1; yy <= y + 1; yy++)
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{
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if (level->getTile(xx, yy, zz) == id && --max <= 0)
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{
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noSideSpread = true;
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goto testLoop;
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}
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}
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testLoop: if(noSideSpread) break;
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}
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void VineTile::tick(Level* level, int x, int y, int z, Random* random) {
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if (!level->isClientSide) {
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if (level->random->nextInt(4) == 0) {
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// 4J - Brought side spread check forward from 1.2.3
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int r = 4;
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int max = 5;
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bool noSideSpread = false;
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for (int xx = x - r; xx <= x + r; xx++) {
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for (int zz = z - r; zz <= z + r; zz++)
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for (int yy = y - 1; yy <= y + 1; yy++) {
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if (level->getTile(xx, yy, zz) == id && --max <= 0) {
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noSideSpread = true;
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goto testLoop;
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}
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}
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testLoop:
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if (noSideSpread) break;
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}
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int currentFacings = level->getData(x, y, z);
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int testFacing = level->random->nextInt(6);
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int testDirection = Direction::FACING_DIRECTION[testFacing];
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if (testFacing == Facing::UP && y < (Level::maxBuildHeight - 1) && level->isEmptyTile(x, y + 1, z))
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{
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// 4J - Brought side spread check forward from 1.2.3
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if (noSideSpread) return;
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if (testFacing == Facing::UP && y < (Level::maxBuildHeight - 1) &&
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level->isEmptyTile(x, y + 1, z)) {
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// 4J - Brought side spread check forward from 1.2.3
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if (noSideSpread) return;
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// grow upwards, but only if there is something to cling to
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int spawnFacings = level->random->nextInt(16) & currentFacings;
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if (spawnFacings > 0)
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{
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for (int d = 0; d <= 3; d++)
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{
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if (!isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[d], y + 1, z + Direction::STEP_Z[d])))
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{
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if (spawnFacings > 0) {
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for (int d = 0; d <= 3; d++) {
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if (!isAcceptableNeighbor(
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level->getTile(x + Direction::STEP_X[d], y + 1,
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z + Direction::STEP_Z[d]))) {
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spawnFacings &= ~(1 << d);
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}
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}
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if (spawnFacings > 0)
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{
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if (spawnFacings > 0) {
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level->setTileAndData(x, y + 1, z, id, spawnFacings);
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}
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}
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}
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else if (testFacing >= Facing::NORTH && testFacing <= Facing::EAST && (currentFacings & (1 << testDirection)) == 0)
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{
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// 4J - Brought side spread check forward from 1.2.3
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if (noSideSpread) return;
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} else if (testFacing >= Facing::NORTH &&
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testFacing <= Facing::EAST &&
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(currentFacings & (1 << testDirection)) == 0) {
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// 4J - Brought side spread check forward from 1.2.3
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if (noSideSpread) return;
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int edgeTile = level->getTile(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection]);
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int edgeTile =
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level->getTile(x + Direction::STEP_X[testDirection], y,
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z + Direction::STEP_Z[testDirection]);
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if (edgeTile == 0 || Tile::tiles[edgeTile] == NULL)
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{
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if (edgeTile == 0 || Tile::tiles[edgeTile] == NULL) {
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// if the edge tile is air, we could possibly cling
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// to something
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int left = (testDirection + 1) & 3;
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int right = (testDirection + 3) & 3;
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// attempt to grow straight onto solid tiles
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if ((currentFacings & (1 << left)) != 0
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 1 << left);
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}
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else if ((currentFacings & (1 << right)) != 0
|
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 1 << right);
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if ((currentFacings & (1 << left)) != 0 &&
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isAcceptableNeighbor(level->getTile(
|
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x + Direction::STEP_X[testDirection] +
|
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Direction::STEP_X[left],
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y,
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z + Direction::STEP_Z[testDirection] +
|
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Direction::STEP_Z[left]))) {
|
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level->setTileAndData(
|
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x + Direction::STEP_X[testDirection], y,
|
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z + Direction::STEP_Z[testDirection], id,
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1 << left);
|
||||
} else if ((currentFacings & (1 << right)) != 0 &&
|
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isAcceptableNeighbor(level->getTile(
|
||||
x + Direction::STEP_X[testDirection] +
|
||||
Direction::STEP_X[right],
|
||||
y,
|
||||
z + Direction::STEP_Z[testDirection] +
|
||||
Direction::STEP_Z[right]))) {
|
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level->setTileAndData(
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x + Direction::STEP_X[testDirection], y,
|
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z + Direction::STEP_Z[testDirection], id,
|
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1 << right);
|
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}
|
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// attempt to grow around corners, but only if the
|
||||
// base tile is solid
|
||||
else if ((currentFacings & (1 << left)) != 0
|
||||
&& level->isEmptyTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left])
|
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[left], y, z + Direction::STEP_Z[left])))
|
||||
{
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level->setTileAndData(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left], id,
|
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1 << ((testDirection + 2) & 3));
|
||||
}
|
||||
else if ((currentFacings & (1 << right)) != 0
|
||||
&& level->isEmptyTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right])
|
||||
&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[right], y, z + Direction::STEP_Z[right])))
|
||||
{
|
||||
level->setTileAndData(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right], id,
|
||||
1 << ((testDirection + 2) & 3));
|
||||
else if ((currentFacings & (1 << left)) != 0 &&
|
||||
level->isEmptyTile(
|
||||
x + Direction::STEP_X[testDirection] +
|
||||
Direction::STEP_X[left],
|
||||
y,
|
||||
z + Direction::STEP_Z[testDirection] +
|
||||
Direction::STEP_Z[left]) &&
|
||||
isAcceptableNeighbor(
|
||||
level->getTile(x + Direction::STEP_X[left], y,
|
||||
z + Direction::STEP_Z[left]))) {
|
||||
level->setTileAndData(
|
||||
x + Direction::STEP_X[testDirection] +
|
||||
Direction::STEP_X[left],
|
||||
y,
|
||||
z + Direction::STEP_Z[testDirection] +
|
||||
Direction::STEP_Z[left],
|
||||
id, 1 << ((testDirection + 2) & 3));
|
||||
} else if ((currentFacings & (1 << right)) != 0 &&
|
||||
level->isEmptyTile(
|
||||
x + Direction::STEP_X[testDirection] +
|
||||
Direction::STEP_X[right],
|
||||
y,
|
||||
z + Direction::STEP_Z[testDirection] +
|
||||
Direction::STEP_Z[right]) &&
|
||||
isAcceptableNeighbor(level->getTile(
|
||||
x + Direction::STEP_X[right], y,
|
||||
z + Direction::STEP_Z[right]))) {
|
||||
level->setTileAndData(
|
||||
x + Direction::STEP_X[testDirection] +
|
||||
Direction::STEP_X[right],
|
||||
y,
|
||||
z + Direction::STEP_Z[testDirection] +
|
||||
Direction::STEP_Z[right],
|
||||
id, 1 << ((testDirection + 2) & 3));
|
||||
}
|
||||
// attempt to grow onto the ceiling
|
||||
else if (isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection], y + 1, z + Direction::STEP_Z[testDirection])))
|
||||
{
|
||||
level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 0);
|
||||
else if (isAcceptableNeighbor(level->getTile(
|
||||
x + Direction::STEP_X[testDirection], y + 1,
|
||||
z + Direction::STEP_Z[testDirection]))) {
|
||||
level->setTileAndData(
|
||||
x + Direction::STEP_X[testDirection], y,
|
||||
z + Direction::STEP_Z[testDirection], id, 0);
|
||||
}
|
||||
|
||||
}
|
||||
else if (Tile::tiles[edgeTile]->material->isSolidBlocking() && Tile::tiles[edgeTile]->isCubeShaped())
|
||||
{
|
||||
} else if (Tile::tiles[edgeTile]->material->isSolidBlocking() &&
|
||||
Tile::tiles[edgeTile]->isCubeShaped()) {
|
||||
// we have a wall that we can cling to
|
||||
level->setData(x, y, z, currentFacings | (1 << testDirection));
|
||||
level->setData(x, y, z,
|
||||
currentFacings | (1 << testDirection));
|
||||
}
|
||||
}
|
||||
// growing downwards happens more often than the other
|
||||
// directions
|
||||
else if (y > 1)
|
||||
{
|
||||
else if (y > 1) {
|
||||
int belowTile = level->getTile(x, y - 1, z);
|
||||
// grow downwards into air
|
||||
if (belowTile == 0)
|
||||
{
|
||||
int spawnFacings = level->random->nextInt(16) & currentFacings;
|
||||
if (spawnFacings > 0)
|
||||
{
|
||||
if (belowTile == 0) {
|
||||
int spawnFacings =
|
||||
level->random->nextInt(16) & currentFacings;
|
||||
if (spawnFacings > 0) {
|
||||
level->setTileAndData(x, y - 1, z, id, spawnFacings);
|
||||
}
|
||||
}
|
||||
else if (belowTile == id)
|
||||
{
|
||||
int spawnFacings = level->random->nextInt(16) & currentFacings;
|
||||
} else if (belowTile == id) {
|
||||
int spawnFacings =
|
||||
level->random->nextInt(16) & currentFacings;
|
||||
int belowData = level->getData(x, y - 1, z);
|
||||
if (belowData != (belowData | spawnFacings)) {
|
||||
level->setData(x, y - 1, z, belowData | spawnFacings);
|
||||
@@ -330,58 +319,51 @@ testLoop: if(noSideSpread) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int VineTile::getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue)
|
||||
{
|
||||
int facings = 0;
|
||||
switch (face)
|
||||
{
|
||||
case Facing::NORTH:
|
||||
facings = VINE_SOUTH;
|
||||
break;
|
||||
case Facing::SOUTH:
|
||||
facings = VINE_NORTH;
|
||||
break;
|
||||
case Facing::WEST:
|
||||
facings = VINE_EAST;
|
||||
break;
|
||||
case Facing::EAST:
|
||||
facings = VINE_WEST;
|
||||
break;
|
||||
}
|
||||
if (facings != 0)
|
||||
{
|
||||
return facings;
|
||||
}
|
||||
return itemValue;
|
||||
int VineTile::getPlacedOnFaceDataValue(Level* level, int x, int y, int z,
|
||||
int face, float clickX, float clickY,
|
||||
float clickZ, int itemValue) {
|
||||
int facings = 0;
|
||||
switch (face) {
|
||||
case Facing::NORTH:
|
||||
facings = VINE_SOUTH;
|
||||
break;
|
||||
case Facing::SOUTH:
|
||||
facings = VINE_NORTH;
|
||||
break;
|
||||
case Facing::WEST:
|
||||
facings = VINE_EAST;
|
||||
break;
|
||||
case Facing::EAST:
|
||||
facings = VINE_WEST;
|
||||
break;
|
||||
}
|
||||
if (facings != 0) {
|
||||
return facings;
|
||||
}
|
||||
return itemValue;
|
||||
}
|
||||
|
||||
int VineTile::getResource(int data, Random *random, int playerBonusLevel)
|
||||
{
|
||||
return 0;
|
||||
int VineTile::getResource(int data, Random* random, int playerBonusLevel) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
int VineTile::getResourceCount(Random *random)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
int VineTile::getResourceCount(Random* random) { return 0; }
|
||||
|
||||
void VineTile::playerDestroy(Level *level, std::shared_ptr<Player>player, int x, int y, int z, int data)
|
||||
{
|
||||
if (!level->isClientSide && player->getSelectedItem() != NULL && player->getSelectedItem()->id == Item::shears->id)
|
||||
{
|
||||
player->awardStat(
|
||||
GenericStats::blocksMined(id),
|
||||
GenericStats::param_blocksMined(id,data,1)
|
||||
);
|
||||
void VineTile::playerDestroy(Level* level, std::shared_ptr<Player> player,
|
||||
int x, int y, int z, int data) {
|
||||
if (!level->isClientSide && player->getSelectedItem() != NULL &&
|
||||
player->getSelectedItem()->id == Item::shears->id) {
|
||||
player->awardStat(GenericStats::blocksMined(id),
|
||||
GenericStats::param_blocksMined(id, data, 1));
|
||||
|
||||
// drop leaf block instead of sapling
|
||||
popResource(level, x, y, z, std::shared_ptr<ItemInstance>(new ItemInstance(Tile::vine, 1, 0)));
|
||||
}
|
||||
else
|
||||
{
|
||||
popResource(
|
||||
level, x, y, z,
|
||||
std::shared_ptr<ItemInstance>(new ItemInstance(Tile::vine, 1, 0)));
|
||||
} else {
|
||||
Tile::playerDestroy(level, player, x, y, z, data);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user