// DropSpenserEntity.cpp
// Declares the cDropSpenserEntity class representing a common ancestor to the cDispenserEntity and cDropperEntity
// The dropper and dispenser only needs to override the DropSpenseFromSlot() function to provide the specific item behavior
#include "Globals.h"
#include "DropSpenserEntity.h"
#include "../Bindings/PluginManager.h"
#include "../EffectID.h"
#include "../Entities/Player.h"
#include "../Chunk.h"
#include "../UI/DropSpenserWindow.h"
cDropSpenserEntity::cDropSpenserEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
Super(a_BlockType, a_BlockMeta, a_Pos, ContentsWidth, ContentsHeight, a_World),
m_ShouldDropSpense(false)
{
}
void cDropSpenserEntity::AddDropSpenserDir(Vector3i & a_RelCoord, NIBBLETYPE a_Direction)
{
switch (a_Direction & E_META_DROPSPENSER_FACING_MASK)
{
case E_META_DROPSPENSER_FACING_YM: a_RelCoord.y--; return;
case E_META_DROPSPENSER_FACING_YP: a_RelCoord.y++; return;
case E_META_DROPSPENSER_FACING_ZM: a_RelCoord.z--; return;
case E_META_DROPSPENSER_FACING_ZP: a_RelCoord.z++; return;
case E_META_DROPSPENSER_FACING_XM: a_RelCoord.x--; return;
case E_META_DROPSPENSER_FACING_XP: a_RelCoord.x++; return;
}
LOGWARNING("%s: Unhandled direction: %d", __FUNCTION__, a_Direction);
}
void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
{
// Pick one of the occupied slots:
int OccupiedSlots[9];
int SlotsCnt = 0;
for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
{
if (!m_Contents.GetSlot(i).IsEmpty())
{
OccupiedSlots[SlotsCnt] = i;
SlotsCnt++;
}
} // for i - m_Contents[]
if (SlotsCnt == 0)
{
// Nothing in the dropspenser, play the click sound
m_World->BroadcastSoundEffect("block.dispenser.fail", m_Pos, 1.0f, 1.2f);
return;
}
const int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
const int SpenseSlot = OccupiedSlots[RandomSlot];
if (cPluginManager::Get()->CallHookDropSpense(*m_World, *this, SpenseSlot))
{
// Plugin disagrees with the move
return;
}
// DropSpense the item, using the specialized behavior in the subclasses:
DropSpenseFromSlot(a_Chunk, SpenseSlot);
// Broadcast a smoke and click effects:
NIBBLETYPE Meta = a_Chunk.GetMeta(GetRelPos());
int SmokeDir = 0;
switch (Meta & E_META_DROPSPENSER_FACING_MASK)
{
case E_META_DROPSPENSER_FACING_YP: SmokeDir = static_cast<int>(SmokeDirection::CENTRE); break; // YP & YM don't have associated smoke dirs, just do 4 (centre of block)
case E_META_DROPSPENSER_FACING_YM: SmokeDir = static_cast<int>(SmokeDirection::CENTRE); break;
case E_META_DROPSPENSER_FACING_XM: SmokeDir = static_cast<int>(SmokeDirection::EAST); break;
case E_META_DROPSPENSER_FACING_XP: SmokeDir = static_cast<int>(SmokeDirection::WEST); break;
case E_META_DROPSPENSER_FACING_ZM: SmokeDir = static_cast<int>(SmokeDirection::SOUTH); break;
case E_META_DROPSPENSER_FACING_ZP: SmokeDir = static_cast<int>(SmokeDirection::NORTH); break;
}
m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, GetPos(), SmokeDir);
m_World->BroadcastSoundEffect("block.dispenser.dispense", m_Pos, 1.0f, 1.0f);
}
void cDropSpenserEntity::Activate(void)
{
m_ShouldDropSpense = true;
}
void cDropSpenserEntity::CopyFrom(const cBlockEntity & a_Src)
{
Super::CopyFrom(a_Src);
auto & src = static_cast<const cDropSpenserEntity &>(a_Src);
m_Contents.CopyFrom(src.m_Contents);
m_ShouldDropSpense = src.m_ShouldDropSpense;
}
void cDropSpenserEntity::OnRemoveFromWorld()
{
const auto Window = GetWindow();
if (Window != nullptr)
{
// Tell window its owner is destroyed:
Window->OwnerDestroyed();
}
}
bool cDropSpenserEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
if (!m_ShouldDropSpense)
{
return false;
}
m_ShouldDropSpense = false;
DropSpense(a_Chunk);
return true;
}
void cDropSpenserEntity::SendTo(cClientHandle & a_Client)
{
// Nothing needs to be sent
UNUSED(a_Client);
}
bool cDropSpenserEntity::UsedBy(cPlayer * a_Player)
{
if (m_BlockType == E_BLOCK_DISPENSER)
{
a_Player->GetStatistics().Custom[CustomStatistic::InspectDispenser]++;
}
else // E_BLOCK_DROPPER
{
a_Player->GetStatistics().Custom[CustomStatistic::InspectDropper]++;
}
cWindow * Window = GetWindow();
if (Window == nullptr)
{
OpenWindow(new cDropSpenserWindow(this));
Window = GetWindow();
}
if (Window != nullptr)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(*Window);
}
}
return true;
}
void cDropSpenserEntity::DropFromSlot(cChunk & a_Chunk, int a_SlotNum)
{
Vector3i dispCoord(m_Pos);
auto Meta = a_Chunk.GetMeta(GetRelPos());
AddDropSpenserDir(dispCoord, Meta);
const auto PickupSpeed = [Meta]() -> Vector3i
{
const int PickupSpeed = GetRandomProvider().RandInt(2, 6); // At least 2, at most 6.
switch (Meta & E_META_DROPSPENSER_FACING_MASK)
{
case E_META_DROPSPENSER_FACING_YP: return { 0, PickupSpeed, 0 };
case E_META_DROPSPENSER_FACING_YM: return { 0, -PickupSpeed, 0 };
case E_META_DROPSPENSER_FACING_XM: return { -PickupSpeed, 0, 0 };
case E_META_DROPSPENSER_FACING_XP: return { PickupSpeed, 0, 0 };
case E_META_DROPSPENSER_FACING_ZM: return { 0, 0, -PickupSpeed };
case E_META_DROPSPENSER_FACING_ZP: return { 0, 0, PickupSpeed };
}
UNREACHABLE("Unsupported DropSpenser direction");
}();
// Where to spawn the pickup.
// Y offset is slightly less than half, to accomodate actual texture hole on DropSpenser.
const auto HolePosition = Vector3d(0.5, 0.4, 0.5) + dispCoord;
auto Pickup = m_Contents.RemoveOneItem(a_SlotNum);
m_World->SpawnItemPickup(HolePosition, std::move(Pickup), PickupSpeed, 0_tick); // Spawn pickup with no collection delay.
}