BasicBlocks.cpp 4.8 KB

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  1. #include "BasicBlocks.h"
  2. #include "Game.h"
  3. #include "ItemEntity.h"
  4. #include "ItemSlot.h"
  5. #include "ItemStack.h"
  6. #include "ModelInfo.h"
  7. #include "TreeSeblingBlock.h"
  8. BasicBlock::BasicBlock(int typeId, Framework::Vec3<int> pos, int dimensionId)
  9. : BasicBlock(typeId, pos, dimensionId, false)
  10. {}
  11. BasicBlock::BasicBlock(
  12. int typeId, Framework::Vec3<int> pos, int dimensionId, bool hasInventory)
  13. : Block(typeId, pos, dimensionId, hasInventory)
  14. {}
  15. void BasicBlock::addComponent(BlockComponent* component)
  16. {
  17. components.add(component);
  18. }
  19. bool BasicBlock::onTick(TickQueue* zQueue, int numTicks, bool& blocked)
  20. {
  21. bool ative = false;
  22. for (BlockComponent* component : components)
  23. {
  24. ative |= component->tick(numTicks);
  25. }
  26. return ative;
  27. }
  28. void BasicBlock::onPostTick() {}
  29. BasicBlockType::BasicBlockType()
  30. : BlockType(),
  31. itemTypeName(),
  32. transparent(0),
  33. passable(0),
  34. speedModifier(1.f),
  35. interactable(1)
  36. {}
  37. bool BasicBlockType::initialize(Game* zGame)
  38. {
  39. if (itemTypeName.getLength())
  40. {
  41. itemTypeId = zGame->getItemTypeId(itemTypeName);
  42. }
  43. else
  44. {
  45. itemTypeId = 0;
  46. }
  47. return itemTypeId >= 0 && BlockType::initialize(zGame);
  48. }
  49. void BasicBlockType::loadSuperBlock(
  50. Block* zBlock, Framework::StreamReader* zReader, int dimensionId) const
  51. {
  52. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  53. for (BlockComponent* component : block->components)
  54. {
  55. component->loadComponent(zReader);
  56. }
  57. BlockType::loadSuperBlock(zBlock, zReader, dimensionId);
  58. }
  59. void BasicBlockType::saveSuperBlock(
  60. Block* zBlock, Framework::StreamWriter* zWriter) const
  61. {
  62. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  63. for (BlockComponent* component : block->components)
  64. {
  65. component->saveComponent(zWriter);
  66. }
  67. BlockType::saveSuperBlock(zBlock, zWriter);
  68. }
  69. void BasicBlockType::createSuperBlock(Block* zBlock, Item* zItem) const
  70. {
  71. BasicBlock* block = dynamic_cast<BasicBlock*>(zBlock);
  72. block->transparent = transparent;
  73. block->passable = passable;
  74. block->hp = (float)getInitialMaxHP();
  75. block->maxHP = (float)getInitialMaxHP();
  76. block->hardness = getHardness();
  77. block->speedModifier = speedModifier;
  78. block->interactable = interactable;
  79. for (ItemSlot* slot : itemSlots)
  80. {
  81. block->addSlot(new ItemSlot(*slot));
  82. }
  83. for (Framework::JSON::JSONValue* component : components)
  84. {
  85. BlockComponent* blockComponent
  86. = Game::INSTANCE->zTypeRegistry()->fromJson<BlockComponent>(
  87. component);
  88. blockComponent->initialize(block);
  89. block->addComponent(blockComponent);
  90. }
  91. BlockType::createSuperBlock(zBlock, zItem);
  92. }
  93. Block* BasicBlockType::createBlock(
  94. Framework::Vec3<int> position, int dimensionId) const
  95. {
  96. return new BasicBlock(getId(), position, dimensionId);
  97. }
  98. Item* BasicBlockType::createItem() const
  99. {
  100. if (getItemTypeName().istGleich(""))
  101. {
  102. return 0;
  103. }
  104. return Game::INSTANCE->zItemType(itemTypeId)->createItem();
  105. }
  106. Framework::Text BasicBlockType::getItemTypeName() const
  107. {
  108. return itemTypeName;
  109. }
  110. ItemType* BasicBlockType::createItemType() const
  111. {
  112. if (getItemTypeName().istGleich(""))
  113. {
  114. return 0;
  115. }
  116. return new BasicBlockItemType(getItemTypeName(),
  117. new ModelInfo(zModel()->getModelPath(),
  118. zModel()->getTexturePaths(),
  119. zModel()->isTransparent(),
  120. zModel()->getSize() / 2.f),
  121. transparent,
  122. passable,
  123. getHardness(),
  124. speedModifier,
  125. getName(),
  126. 0,
  127. 50,
  128. getGroupNames());
  129. }
  130. void BasicBlockType::setItemTypeName(Framework::Text itemTypeName)
  131. {
  132. this->itemTypeName = itemTypeName;
  133. }
  134. int BasicBlockType::getItemTypeId() const
  135. {
  136. return itemTypeId;
  137. }
  138. void BasicBlockType::setTransparent(bool transparent)
  139. {
  140. this->transparent = transparent;
  141. }
  142. bool BasicBlockType::isTransparent() const
  143. {
  144. return transparent;
  145. }
  146. void BasicBlockType::setPassable(bool passable)
  147. {
  148. this->passable = passable;
  149. }
  150. bool BasicBlockType::isPassable() const
  151. {
  152. return passable;
  153. }
  154. void BasicBlockType::setSpeedModifier(float speedModifier)
  155. {
  156. this->speedModifier = speedModifier;
  157. }
  158. float BasicBlockType::getSpeedModifier() const
  159. {
  160. return speedModifier;
  161. }
  162. void BasicBlockType::setInteractable(bool interactable)
  163. {
  164. this->interactable = interactable;
  165. }
  166. bool BasicBlockType::isInteractable() const
  167. {
  168. return interactable;
  169. }
  170. const Framework::RCArray<ItemSlot>& BasicBlockType::getInventorySlots() const
  171. {
  172. return itemSlots;
  173. }
  174. void BasicBlockType::addInventorySlot(ItemSlot* slot)
  175. {
  176. itemSlots.add(slot);
  177. }
  178. const Framework::RCArray<Framework::JSON::JSONValue>&
  179. BasicBlockType::getComponents() const
  180. {
  181. return components;
  182. }
  183. void BasicBlockType::addComponent(Framework::JSON::JSONValue* component)
  184. {
  185. components.add(component);
  186. }