Refactor sapling growth handler

Remove old code and combine growth logic to single function
This commit is contained in:
Alexander Harkness 2020-03-30 18:23:52 +01:00
parent 52d5760be1
commit 885fa6bb0f
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@ -45,25 +45,10 @@ public:
virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_PluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override
{
NIBBLETYPE Meta = a_Chunk.GetMeta(a_RelX, a_RelY, a_RelZ);
NIBBLETYPE Light = std::max(a_Chunk.GetBlockLight(a_RelX, a_RelY, a_RelZ), a_Chunk.GetTimeAlteredLight(a_Chunk.GetSkyLight(a_RelX, a_RelY, a_RelZ)));
// Only grow if we have the right amount of light
if (Light > 8)
if ((a_Chunk.GetLightAltered(Vector3i(a_RelX, a_RelY, a_RelZ)) > 8) && GetRandomProvider().RandBool(0.45))
{
auto & random = GetRandomProvider();
// Only grow if we are in the right growth stage and have the right amount of space around them.
if (((Meta & 0x08) != 0) && random.RandBool(0.45) && CanGrowAt(a_Chunk, a_RelX, a_RelY, a_RelZ, Meta))
{
int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
a_Chunk.GetWorld()->GrowTree(BlockX, a_RelY, BlockZ);
}
// Only move to the next growth stage if we haven't gone there yet
else if (((Meta & 0x08) == 0) && random.RandBool(0.45))
{
a_Chunk.SetMeta(a_RelX, a_RelY, a_RelZ, Meta | 0x08);
}
Grow(a_Chunk, Vector3i(a_RelX, a_RelY, a_RelZ));
}
}
@ -71,120 +56,6 @@ public:
bool CanGrowAt(cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Meta)
{
a_Meta = a_Meta & 0x07;
int CheckHeight = 0;
bool LargeTree = false;
// Get the height to check against
switch (a_Meta)
{
case E_META_SAPLING_APPLE:
{
CheckHeight = 5;
break;
}
case E_META_SAPLING_CONIFER:
{
CheckHeight = 7;
if (IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
CheckHeight = 16;
LargeTree = true;
}
break;
}
case E_META_SAPLING_BIRCH:
{
CheckHeight = 6;
break;
}
case E_META_SAPLING_JUNGLE:
{
CheckHeight = 7;
if (IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
CheckHeight = 13;
LargeTree = true;
}
break;
}
// Acacias don't need horizontal clearance
case E_META_SAPLING_ACACIA:
{
if (!IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
return false;
}
CheckHeight = 7;
LargeTree = true;
break;
}
// Dark Oaks don't need horizontal clearance
case E_META_SAPLING_DARK_OAK:
{
if (!IsLargeTree(a_Chunk, a_RelX, a_RelY, a_RelZ, a_Meta))
{
return false;
}
CheckHeight = 7;
LargeTree = true;
break;
}
}
// We should always get a valid CheckHeight
ASSERT(CheckHeight != 0);
// Don't grow a tree if we don't have enough space left above it in the chunk
if ((a_RelY + CheckHeight) > cChunkDef::Height)
{
return false;
}
bool CanGrow = true;
// Validate the neighbor blocks. They cannot be solid.
BLOCKTYPE check = E_BLOCK_AIR;
a_Chunk.UnboundedRelGetBlockType(a_RelX - 1, a_RelY, a_RelZ, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY, a_RelZ, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ - 1, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY, a_RelZ + 1, check);
CanGrow = CanGrow && cBlockInfo::IsTransparent(check);
while (CheckHeight && CanGrow)
{
check = a_Chunk.GetBlock(a_RelX, a_RelY + CheckHeight, a_RelZ);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
// We have to check above the neighboring saplings as well
if (LargeTree)
{
a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY + CheckHeight, a_RelZ, check);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
a_Chunk.UnboundedRelGetBlockType(a_RelX, a_RelY + CheckHeight, a_RelZ + 1, check);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
a_Chunk.UnboundedRelGetBlockType(a_RelX + 1, a_RelY + CheckHeight, a_RelZ + 1, check);
CanGrow = CanGrow && ((check == E_BLOCK_AIR) || (check == E_BLOCK_LEAVES));
}
--CheckHeight;
}
return CanGrow;
}
virtual int Grow(cChunk & a_Chunk, Vector3i a_RelPos, int a_NumStages = 1) override
{
auto blockMeta = a_Chunk.GetMeta(a_RelPos);