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387
Minecraft.World/VineTile.cpp
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387
Minecraft.World/VineTile.cpp
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#include "stdafx.h"
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#include "VineTile.h"
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#include "Material.h"
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#include "JavaMath.h"
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#include "Facing.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.item.h"
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#include "net.minecraft.stats.h"
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#include "net.minecraft.world.level.biome.h"
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VineTile::VineTile(int id) : Tile(id, Material::replaceable_plant, isSolidRender() )
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{
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setTicking(true);
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}
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void VineTile::updateDefaultShape()
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{
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setShape(0, 0, 0, 1, 1, 1);
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}
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int VineTile::getRenderShape()
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{
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return SHAPE_VINE;
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}
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bool VineTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool VineTile::isCubeShaped()
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{
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return false;
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}
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void VineTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
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{
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const float thickness = 1.0f / 16.0f;
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int facings = level->getData(x, y, z);
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float minX = 1;
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float minY = 1;
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float minZ = 1;
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float maxX = 0;
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float maxY = 0;
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float maxZ = 0;
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bool hasWall = facings > 0;
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if ((facings & VINE_WEST) != 0)
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{
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maxX = Math::_max(maxX, thickness);
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minX = 0;
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minY = 0;
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maxY = 1;
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minZ = 0;
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maxZ = 1;
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hasWall = true;
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}
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if ((facings & VINE_EAST) != 0)
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{
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minX = Math::_min(minX, 1 - thickness);
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maxX = 1;
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minY = 0;
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maxY = 1;
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minZ = 0;
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maxZ = 1;
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hasWall = true;
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}
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if ((facings & VINE_NORTH) != 0)
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{
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maxZ = Math::_max(maxZ, thickness);
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minZ = 0;
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minX = 0;
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maxX = 1;
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minY = 0;
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maxY = 1;
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hasWall = true;
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}
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if ((facings & VINE_SOUTH) != 0)
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{
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minZ = Math::_min(minZ, 1 - thickness);
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maxZ = 1;
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minX = 0;
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maxX = 1;
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minY = 0;
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maxY = 1;
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hasWall = true;
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}
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if (!hasWall && isAcceptableNeighbor(level->getTile(x, y + 1, z)))
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{
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minY = Math::_min(minY, 1 - thickness);
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maxY = 1;
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minX = 0;
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maxX = 1;
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minZ = 0;
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maxZ = 1;
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}
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setShape(minX, minY, minZ, maxX, maxY, maxZ);
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}
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AABB *VineTile::getAABB(Level *level, int x, int y, int z)
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{
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return NULL;
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}
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bool VineTile::mayPlace(Level *level, int x, int y, int z, int face)
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{
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switch (face)
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{
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default:
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return false;
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case Facing::UP:
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return isAcceptableNeighbor(level->getTile(x, y + 1, z));
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case Facing::NORTH:
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return isAcceptableNeighbor(level->getTile(x, y, z + 1));
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case Facing::SOUTH:
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return isAcceptableNeighbor(level->getTile(x, y, z - 1));
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case Facing::EAST:
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return isAcceptableNeighbor(level->getTile(x - 1, y, z));
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case Facing::WEST:
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return isAcceptableNeighbor(level->getTile(x + 1, y, z));
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}
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}
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bool VineTile::isAcceptableNeighbor(int id)
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{
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if (id == 0) return false;
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Tile *tile = Tile::tiles[id];
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if (tile->isCubeShaped() && tile->material->blocksMotion()) return true;
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return false;
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}
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bool VineTile::updateSurvival(Level *level, int x, int y, int z)
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{
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int facings = level->getData(x, y, z);
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int newFacings = facings;
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if (newFacings > 0)
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{
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for (int d = 0; d <= 3; d++)
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{
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int facing = 1 << d;
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if ((facings & facing) != 0)
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{
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if (!isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[d], y, z + Direction::STEP_Z[d])))
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{
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// no attachment in this direction,
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// verify that there is vines hanging above
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if (level->getTile(x, y + 1, z) != id || (level->getData(x, y + 1, z) & facing) == 0)
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{
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newFacings &= ~facing;
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}
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}
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}
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}
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}
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if (newFacings == 0)
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{
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// the block will die unless it has a roof
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if (!isAcceptableNeighbor(level->getTile(x, y + 1, z)))
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{
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return false;
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}
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}
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if (newFacings != facings)
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{
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level->setData(x, y, z, newFacings);
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}
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return true;
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}
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int VineTile::getColor() const
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{
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return FoliageColor::getDefaultColor();
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}
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int VineTile::getColor(int auxData)
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{
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return FoliageColor::getDefaultColor();
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}
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int VineTile::getColor(LevelSource *level, int x, int y, int z, int data)
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{
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return getColor(level, x, y, z);
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}
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int VineTile::getColor(LevelSource *level, int x, int y, int z)
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{
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return level->getBiome(x, z)->getFolageColor();
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}
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void VineTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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if (!level->isClientSide && !updateSurvival(level, x, y, z))
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{
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spawnResources(level, x, y, z, level->getData(x, y, z), 0);
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level->setTile(x, y, z, 0);
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}
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}
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void VineTile::tick(Level *level, int x, int y, int z, Random *random)
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{
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if (!level->isClientSide)
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{
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if (level->random->nextInt(4) == 0)
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{
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// 4J - Brought side spread check forward from 1.2.3
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int r = 4;
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int max = 5;
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bool noSideSpread = false;
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for (int xx = x - r; xx <= x + r; xx++)
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{
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for (int zz = z - r; zz <= z + r; zz++)
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for (int yy = y - 1; yy <= y + 1; yy++)
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{
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if (level->getTile(xx, yy, zz) == id && --max <= 0)
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{
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noSideSpread = true;
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goto testLoop;
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}
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}
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testLoop: if(noSideSpread) break;
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}
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int currentFacings = level->getData(x, y, z);
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int testFacing = level->random->nextInt(6);
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int testDirection = Direction::FACING_DIRECTION[testFacing];
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if (testFacing == Facing::UP && y < (Level::maxBuildHeight - 1) && level->isEmptyTile(x, y + 1, z))
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{
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// 4J - Brought side spread check forward from 1.2.3
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if (noSideSpread) return;
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// grow upwards, but only if there is something to cling to
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int spawnFacings = level->random->nextInt(16) & currentFacings;
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if (spawnFacings > 0)
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{
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for (int d = 0; d <= 3; d++)
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{
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if (!isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[d], y + 1, z + Direction::STEP_Z[d])))
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{
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spawnFacings &= ~(1 << d);
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}
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}
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if (spawnFacings > 0)
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{
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level->setTileAndData(x, y + 1, z, id, spawnFacings);
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}
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}
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}
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else if (testFacing >= Facing::NORTH && testFacing <= Facing::EAST && (currentFacings & (1 << testDirection)) == 0)
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{
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// 4J - Brought side spread check forward from 1.2.3
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if (noSideSpread) return;
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int edgeTile = level->getTile(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection]);
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if (edgeTile == 0 || Tile::tiles[edgeTile] == NULL)
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{
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// if the edge tile is air, we could possibly cling
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// to something
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int left = (testDirection + 1) & 3;
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int right = (testDirection + 3) & 3;
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// attempt to grow straight onto solid tiles
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if ((currentFacings & (1 << left)) != 0
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 1 << left);
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}
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else if ((currentFacings & (1 << right)) != 0
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 1 << right);
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}
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// attempt to grow around corners, but only if the
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// base tile is solid
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else if ((currentFacings & (1 << left)) != 0
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&& level->isEmptyTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left])
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[left], y, z + Direction::STEP_Z[left])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection] + Direction::STEP_X[left], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[left], id,
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1 << ((testDirection + 2) & 3));
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}
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else if ((currentFacings & (1 << right)) != 0
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&& level->isEmptyTile(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right])
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&& isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[right], y, z + Direction::STEP_Z[right])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection] + Direction::STEP_X[right], y, z + Direction::STEP_Z[testDirection] + Direction::STEP_Z[right], id,
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1 << ((testDirection + 2) & 3));
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}
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// attempt to grow onto the ceiling
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else if (isAcceptableNeighbor(level->getTile(x + Direction::STEP_X[testDirection], y + 1, z + Direction::STEP_Z[testDirection])))
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{
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level->setTileAndData(x + Direction::STEP_X[testDirection], y, z + Direction::STEP_Z[testDirection], id, 0);
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}
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}
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else if (Tile::tiles[edgeTile]->material->isSolidBlocking() && Tile::tiles[edgeTile]->isCubeShaped())
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{
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// we have a wall that we can cling to
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level->setData(x, y, z, currentFacings | (1 << testDirection));
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}
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}
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// growing downwards happens more often than the other
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// directions
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else if (y > 1)
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{
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int belowTile = level->getTile(x, y - 1, z);
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// grow downwards into air
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if (belowTile == 0)
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{
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int spawnFacings = level->random->nextInt(16) & currentFacings;
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if (spawnFacings > 0)
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{
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level->setTileAndData(x, y - 1, z, id, spawnFacings);
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}
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}
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else if (belowTile == id)
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{
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int spawnFacings = level->random->nextInt(16) & currentFacings;
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int belowData = level->getData(x, y - 1, z);
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if (belowData != (belowData | spawnFacings)) {
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level->setData(x, y - 1, z, belowData | spawnFacings);
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}
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}
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}
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}
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}
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}
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int VineTile::getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue)
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{
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int facings = 0;
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switch (face)
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{
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case Facing::NORTH:
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facings = VINE_SOUTH;
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break;
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case Facing::SOUTH:
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facings = VINE_NORTH;
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break;
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case Facing::WEST:
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facings = VINE_EAST;
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break;
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case Facing::EAST:
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facings = VINE_WEST;
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break;
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}
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if (facings != 0)
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{
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return facings;
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}
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return itemValue;
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}
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int VineTile::getResource(int data, Random *random, int playerBonusLevel)
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{
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return 0;
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}
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int VineTile::getResourceCount(Random *random)
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{
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return 0;
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}
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void VineTile::playerDestroy(Level *level, shared_ptr<Player>player, int x, int y, int z, int data)
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{
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if (!level->isClientSide && player->getSelectedItem() != NULL && player->getSelectedItem()->id == Item::shears->id)
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{
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player->awardStat(
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GenericStats::blocksMined(id),
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GenericStats::param_blocksMined(id,data,1)
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);
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// drop leaf block instead of sapling
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popResource(level, x, y, z, shared_ptr<ItemInstance>(new ItemInstance(Tile::vine, 1, 0)));
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}
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else
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{
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Tile::playerDestroy(level, player, x, y, z, data);
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}
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}
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