#include "BlockInfoCommand.h" #include #include "Block.h" #include "BlockType.h" #include "Chat.h" #include "Dimension.h" #include "Game.h" BlockInfoCommand::BlockInfoCommand() : ChatCommand("block_info", "Outputs information of a specified block", 1) { addParam( new IntegerParameter("x", "The x position of the block", false, 0)); addParam( new IntegerParameter("y", "The y position of the block", false, 0)); addParam( new IntegerParameter("z", "The z position of the block", false, 0)); addParam(new IntegerParameter( "dimensionId", "The dimensionId of the block", true, [](Entity* e) { if (e) return e->getDimensionId(); return 0; })); } void BlockInfoCommand::execute( Framework::RCArray params, Entity* zActor) const { int x = (int)*params.z(0); int y = (int)*params.z(1); int z = (int)*params.z(2); int dimension = (int)*params.z(3); Framework::Vec3 location = {x, y, z}; Framework::Text result = ""; if (Game::INSTANCE->zDimension(dimension)) { auto block = Game::INSTANCE->zBlockAt(location, dimension); if (block.isB()) { result += "No block instance was created yet.\n"; result += " Block Type: "; if (block.getB() == 0) { result += "[not loaded]"; } else { result += Game::INSTANCE->zBlockType(block.getB())->getName(); } result += " ("; result += block.getB(); result += ")\n"; } else { Block* zBlock = block.getA(); result.append() << "Block instance found.\n" << " Block Type: " << zBlock->zBlockType()->getName() << " (" << zBlock->zBlockType()->getId() << ")\n" << " HP: " << zBlock->getHP() << " / " << zBlock->getMaxHP() << "\n" << " Transparent: " << zBlock->isTransparent() << "\n" << " Passable: " << zBlock->isPassable() << "\n" << " Hardness: " << zBlock->getHardness() << "\n" << " Tick source: " << zBlock->isTickSource() << "\n" << " Interactable by hand: " << zBlock->isInteractable(0) << "\n" << " Light emission: (" << (int)zBlock->getLightEmisionColor()[0] << ", " << (int)zBlock->getLightEmisionColor()[1] << ", " << (int)zBlock->getLightEmisionColor()[2] << ")\n"; } result += " Light data: "; Chunk* zChunk = Game::INSTANCE->zDimension(dimension)->zChunk( Game::getChunkCenter(x, y)); if (zChunk) { unsigned char* light = zChunk->getLightData(Dimension::chunkCoordinates(location)); result.append() << "(" << (int)light[0] << ", " << (int)light[1] << ", " << (int)light[2] << ", " << (int)light[3] << ", " << (int)light[4] << ", " << (int)light[5] << ")"; } else { result += "[not loaded]"; } result += "\n"; for (int i = 0; i < 6; i++) { Framework::Vec3 pos = location + getDirection(getDirectionFromIndex(i)); if (pos.z >= 0 && pos.z < WORLD_HEIGHT) { switch (i) { case 0: result += " North: "; break; case 1: result += " East: "; break; case 2: result += " South: "; break; case 3: result += " West: "; break; case 4: result += " Top: "; break; case 5: result += " Bottom: "; break; } zChunk = Game::INSTANCE->zDimension(dimension)->zChunk( Game::getChunkCenter(x, y)); if (zChunk) { unsigned char* light = zChunk->getLightData( Dimension::chunkCoordinates(pos)); result.append() << "(" << (int)light[0] << ", " << (int)light[1] << ", " << (int)light[2] << ", " << (int)light[3] << ", " << (int)light[4] << ", " << (int)light[5] << ")"; } else { result += "[not loaded]"; } result += "\n"; } } } else { result += "Given dimension is not loaded"; } if (zActor) { Game::INSTANCE->zChat()->sendMessageTo( result, zActor, Chat::CHANNEL_INFO); } else { Framework::Logging::info() << result; } }