Added end portal and enchanting table block entities
This commit is contained in:
84
src/Blocks/BlockEnchantingTable.h
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84
src/Blocks/BlockEnchantingTable.h
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@@ -0,0 +1,84 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../Item.h"
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#include "../UI/EnchantingWindow.h"
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#include "../BlockEntities/EnchantingTableEntity.h"
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#include "../Entities/Player.h"
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class cBlockEnchantingTableHandler :
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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using Super::Super;
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private:
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virtual bool OnUse(
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cChunkInterface & a_ChunkInterface,
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cWorldInterface & a_WorldInterface,
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cPlayer & a_Player,
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const Vector3i a_BlockPos,
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eBlockFace a_BlockFace,
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const Vector3i a_CursorPos
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) override
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{
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AString WindowName = "Enchant";
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a_WorldInterface.DoWithBlockEntityAt(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, [&WindowName](cBlockEntity & a_Entity)
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{
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if (a_Entity.GetBlockType() != E_BLOCK_ENCHANTMENT_TABLE)
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{
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return false;
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}
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const auto & EnchantingTable = static_cast<cEnchantingTableEntity &>(a_Entity);
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const auto & CustomName = EnchantingTable.GetCustomName();
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if (!CustomName.empty())
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{
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WindowName = CustomName;
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}
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return true;
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});
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cWindow * Window = new cEnchantingWindow(a_BlockPos, std::move(WindowName));
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a_Player.OpenWindow(*Window);
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return true;
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}
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virtual bool IsUseable(void) override
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{
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return true;
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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if ((a_BlockEntity == nullptr) || (a_BlockEntity->GetBlockType() != E_BLOCK_ENCHANTMENT_TABLE))
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{
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return {};
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}
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auto & EnchantingTable = static_cast<const cEnchantingTableEntity &>(*a_BlockEntity);
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cItem Item = cItem(E_BLOCK_ENCHANTMENT_TABLE);
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Item.m_CustomName = EnchantingTable.GetCustomName();
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return Item;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 29;
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}
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};
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@@ -1,64 +0,0 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../UI/EnchantingWindow.h"
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#include "../Entities/Player.h"
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class cBlockEnchantmentTableHandler:
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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cBlockEnchantmentTableHandler(BLOCKTYPE a_BlockType):
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Super(a_BlockType)
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{
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}
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virtual bool OnUse(
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cChunkInterface & a_ChunkInterface,
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cWorldInterface & a_WorldInterface,
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cPlayer & a_Player,
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const Vector3i a_BlockPos,
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eBlockFace a_BlockFace,
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const Vector3i a_CursorPos
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) override
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{
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cWindow * Window = new cEnchantingWindow(a_BlockPos);
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a_Player.OpenWindow(*Window);
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return true;
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}
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virtual bool IsUseable(void) override
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{
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return true;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 29;
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}
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};
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@@ -82,166 +82,6 @@ public:
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virtual void OnPlaced(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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{
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// E_META_END_PORTAL_FRAME_EYE is the bit which signifies the eye of ender is in it.
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// LOG("PortalPlaced, meta %d", a_BlockMeta);
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if ((a_BlockMeta & E_META_END_PORTAL_FRAME_EYE) == E_META_END_PORTAL_FRAME_EYE)
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{
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// LOG("Location is %d %d %d", a_BlockX, a_BlockY, a_BlockZ);
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// Direction is the first two bits, masked by 0x3
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FindAndSetPortal(a_BlockPos, a_BlockMeta & 3, a_ChunkInterface, a_WorldInterface);
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}
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}
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/** Returns false if portal cannot be made, true if portal was made. */
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bool FindAndSetPortal(Vector3i a_FirstFrame, NIBBLETYPE a_Direction, cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface)
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{
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/*
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PORTAL FINDING ALGORITH
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=======================
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- Get clicked base block
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- Check diagonally (clockwise) for another portal block
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- if exists, and has eye, Continue. Abort if any are facing the wrong direction.
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- if doesn't exist, check horizontally (the block to the left of this block). Abort if there is no horizontal block.
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- After a corner has been met, traverse the portal clockwise, ensuring valid portal frames connect the rectangle.
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- Track the NorthWest Corner, and the dimensions.
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- If dimensions are valid, create the portal.
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*/
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static_assert((E_META_END_PORTAL_FRAME_ZM - E_META_END_PORTAL_FRAME_XM) == 1, "Should be going clockwise");
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const int MIN_PORTAL_WIDTH = 3;
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const int MAX_PORTAL_WIDTH = 4;
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// Directions to use for the clockwise traversal.
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static const Vector3i Left[] =
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{
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{ 1, 0, 0}, // 0, South, left block is East / XP
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{ 0, 0, 1}, // 1, West, left block is South / ZP
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{-1, 0, 0}, // 2, North, left block is West / XM
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{ 0, 0, -1}, // 3, East, left block is North / ZM
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};
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static const Vector3i LeftForward[] =
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{
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{ 1, 0, 1}, // 0, South, left block is SouthEast / XP ZP
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{-1, 0, 1}, // 1, West, left block is SouthWest / XM ZP
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{-1, 0, -1}, // 2, North, left block is NorthWest / XM ZM
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{ 1, 0, -1}, // 3, East, left block is NorthEast / XP ZM
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};
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int EdgesComplete = -1; // We start search _before_ finding the first edge
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Vector3i NorthWestCorner;
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int EdgeWidth[4] = { 1, 1, 1, 1 };
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NIBBLETYPE CurrentDirection = a_Direction;
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Vector3i CurrentPos = a_FirstFrame;
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// Scan clockwise until we have seen all 4 edges
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while (EdgesComplete < 4)
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{
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// Check if we are at a corner
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Vector3i NextPos = CurrentPos + LeftForward[CurrentDirection];
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if (IsPortalFrame(a_ChunkInterface.GetBlock(NextPos)))
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{
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// We have found the corner, move clockwise to next edge
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if (CurrentDirection == E_META_END_PORTAL_FRAME_XP)
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{
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// We are on the NW (XM, ZM) Corner
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// Relative to the previous frame, the portal should appear to the right of this portal frame.
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NorthWestCorner = NextPos - Left[CurrentDirection];
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}
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if (EdgesComplete == -1)
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{
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// Reset current width, we will revisit it last
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EdgeWidth[CurrentDirection] = 1;
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}
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// Rotate 90 degrees clockwise
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CurrentDirection = (CurrentDirection + 1) % 4;
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EdgesComplete++;
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}
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else
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{
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// We are not at a corner, keep walking the edge
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NextPos = CurrentPos + Left[CurrentDirection];
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EdgeWidth[CurrentDirection]++;
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if (EdgeWidth[CurrentDirection] > MAX_PORTAL_WIDTH)
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{
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// Don't build a portal that is too long.
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return false;
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}
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}
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if (!IsValidFrameAtPos(a_ChunkInterface, NextPos, CurrentDirection))
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{
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// Neither the edge nor the corner are valid portal blocks.
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return false;
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}
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CurrentPos = NextPos;
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}
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if ((EdgeWidth[0] != EdgeWidth[2]) || (EdgeWidth[1] != EdgeWidth[3]))
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{
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// Mismatched Portal Dimensions.
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return false;
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}
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if ((EdgeWidth[0] < MIN_PORTAL_WIDTH) || (EdgeWidth[1] < MIN_PORTAL_WIDTH))
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{
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// Portal too small.
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return false;
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}
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// LOG("NW corner (low corner) %d %d %d", Corner.x, Corner.y, Corner.z);
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// LOG("%d by %d", Width[0], Width[1]);
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for (int i = 0; i < EdgeWidth[0]; i++)
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{
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for (int j = 0; j < EdgeWidth[1]; j++)
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{
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a_ChunkInterface.SetBlock(NorthWestCorner.x + i, NorthWestCorner.y, NorthWestCorner.z + j, E_BLOCK_END_PORTAL, 0);
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// TODO: Create block entity so portal doesn't become invisible on relog.
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}
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}
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return true;
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}
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/** Return true if this block is a portal frame, has an eye, and is facing the correct direction. */
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bool IsValidFrameAtPos(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, NIBBLETYPE a_ShouldFace)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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return (
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a_ChunkInterface.GetBlockTypeMeta(a_BlockPos, BlockType, BlockMeta) &&
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(BlockType == E_BLOCK_END_PORTAL_FRAME) &&
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(BlockMeta == (a_ShouldFace | E_META_END_PORTAL_FRAME_EYE))
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);
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}
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/** Return true if this block is a portal frame. */
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bool IsPortalFrame(BLOCKTYPE BlockType)
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{
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return (BlockType == E_BLOCK_END_PORTAL_FRAME);
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}
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virtual bool IsClickedThrough(void) override
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{
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// TODO: Colision
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@@ -27,7 +27,7 @@
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#include "BlockDirt.h"
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#include "BlockDoor.h"
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#include "BlockDropSpenser.h"
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#include "BlockEnchantmentTable.h"
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#include "BlockEnchantingTable.h"
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#include "BlockEnderchest.h"
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#include "BlockEndPortalFrame.h"
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#include "BlockEntity.h"
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@@ -263,7 +263,7 @@ namespace
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cBlockDropSpenserHandler BlockDropperHandler (E_BLOCK_DROPPER);
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cBlockHandler BlockEmeraldBlockHandler (E_BLOCK_EMERALD_BLOCK);
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cBlockOreHandler BlockEmeraldOreHandler (E_BLOCK_EMERALD_ORE);
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cBlockEnchantmentTableHandler BlockEnchantmentTableHandler (E_BLOCK_ENCHANTMENT_TABLE);
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cBlockEnchantingTableHandler BlockEnchantingTableHandler (E_BLOCK_ENCHANTMENT_TABLE);
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cBlockHandler BlockEndBricksHandler (E_BLOCK_END_BRICKS);
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cBlockHandler BlockEndGatewayHandler (E_BLOCK_END_GATEWAY);
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cBlockEndPortalFrameHandler BlockEndPortalFrameHandler (E_BLOCK_END_PORTAL_FRAME);
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@@ -735,7 +735,7 @@ cBlockHandler & cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_DROPPER: return BlockDropperHandler;
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case E_BLOCK_EMERALD_BLOCK: return BlockEmeraldBlockHandler;
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case E_BLOCK_EMERALD_ORE: return BlockEmeraldOreHandler;
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case E_BLOCK_ENCHANTMENT_TABLE: return BlockEnchantmentTableHandler;
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case E_BLOCK_ENCHANTMENT_TABLE: return BlockEnchantingTableHandler;
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case E_BLOCK_ENDER_CHEST: return BlockEnderChestHandler;
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case E_BLOCK_END_BRICKS: return BlockEndBricksHandler;
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case E_BLOCK_END_GATEWAY: return BlockEndGatewayHandler;
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@@ -29,7 +29,7 @@ target_sources(
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BlockDirt.h
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BlockDoor.h
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BlockDropSpenser.h
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BlockEnchantmentTable.h
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BlockEnchantingTable.h
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BlockEnderchest.h
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BlockEndPortalFrame.h
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BlockEntity.h
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