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Fix lilypad displacing block above (#5056)
* Fix lilypad displacing block above Side fixes: * Fix lilypad displacing half slabs * Fix lilypad being placed on flowing water and non-water blocks in general Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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@ -44,10 +44,35 @@ public:
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eBlockFace a_ClickedBlockFace
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) override
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{
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if (a_ClickedBlockFace > BLOCK_FACE_NONE)
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// The client sends BLOCK_FACE_NONE when it determines it should do a tracing-based placement.
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// Otherwise, a normal block face is sent.
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if (a_ClickedBlockFace != BLOCK_FACE_NONE)
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{
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// Clicked on a face of a submerged block; vanilla allows placement, so should we
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auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
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// The position the client wants the lilypad placed.
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const auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
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// Lilypad should not replace non air and non water blocks:
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if (
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const auto BlockToReplace = a_World->GetBlock(PlacePos);
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(BlockToReplace != E_BLOCK_AIR) &&
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(BlockToReplace != E_BLOCK_WATER) &&
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(BlockToReplace != E_BLOCK_STATIONARY_WATER)
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)
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{
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return false;
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}
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// Lilypad should be placed only if there is a water block below
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if (
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const auto BlockBelow = a_World->GetBlock(PlacePos.addedY(-1));
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(BlockBelow != E_BLOCK_WATER) &&
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(BlockBelow != E_BLOCK_STATIONARY_WATER)
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)
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{
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return false;
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}
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a_World->SetBlock(PlacePos, E_BLOCK_LILY_PAD, 0);
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if (!a_Player->IsGameModeCreative())
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{
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@ -61,53 +86,50 @@ public:
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{
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public:
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cCallbacks():
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m_HasHitFluid(false)
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{
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}
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virtual bool OnNextBlock(Vector3i a_CBBlockPos, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override
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{
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if (IsBlockWater(a_CBBlockType))
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if (
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!IsBlockWater(a_CBBlockType) ||
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(a_CBBlockMeta != 0) // The hit block should be a source
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)
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{
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if ((a_CBBlockMeta != 0) || (a_CBEntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is clicking whilst submerged
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{
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return false;
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}
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a_CBBlockPos = AddFaceDirection(a_CBBlockPos, BLOCK_FACE_YP); // Always place pad at top of water block
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if (
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!IsBlockWater(a_CBBlockType) &&
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cBlockInfo::FullyOccupiesVoxel(a_CBBlockType)
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)
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{
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// Can't place lilypad on air / in another block!
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return true;
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}
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m_HasHitFluid = true;
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m_Pos = a_CBBlockPos;
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return true;
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// TODO: Vanilla stops the trace. However, we need to continue the trace, to work around our lack of block bounding box support
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// which would otherwise mean we misbehave when clicking through the voxel a (e.g.) button occupies. Now, however, we misbehave
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// when clicking on a block near water... Nonetheless, the former would cause ghost blocks, so continue for now.
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// Ignore and continue trace:
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return false;
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}
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return false;
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Position = AddFaceDirection(a_CBBlockPos, BLOCK_FACE_YP); // Always place pad at top of water block
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return true;
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}
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Vector3i m_Pos;
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bool m_HasHitFluid;
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Vector3i Position;
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} Callbacks;
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auto Start = a_Player->GetEyePosition() + a_Player->GetLookVector();
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auto End = a_Player->GetEyePosition() + a_Player->GetLookVector() * 5;
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cLineBlockTracer::Trace(*a_Player->GetWorld(), Callbacks, Start, End);
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if (Callbacks.m_HasHitFluid)
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const auto EyePosition = a_Player->GetEyePosition();
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const auto End = EyePosition + a_Player->GetLookVector() * 5;
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if (cLineBlockTracer::Trace(*a_Player->GetWorld(), Callbacks, EyePosition, End))
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{
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a_World->SetBlock(Callbacks.m_Pos, E_BLOCK_LILY_PAD, 0);
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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return true;
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// The line traced to completion; no suitable water was found:
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return false;
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}
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return false;
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const auto BlockToReplace = a_World->GetBlock(Callbacks.Position);
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if (BlockToReplace != E_BLOCK_AIR)
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{
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// Lilypad should not replace non air blocks:
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return false;
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}
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a_World->SetBlock(Callbacks.Position, E_BLOCK_LILY_PAD, 0);
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if (!a_Player->IsGameModeCreative())
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{
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a_Player->GetInventory().RemoveOneEquippedItem();
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}
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return true;
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}
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};
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