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- #include "BlockInfoCommand.h"
- #include <Logging.h>
- #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;
- }));
- }
- bool BlockInfoCommand::execute(
- Framework::RCArray<Framework::Text>& 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<int> location = {x, y, z};
- Framework::Text result = "";
- bool ok = 1;
- if (Game::INSTANCE->zDimension(dimension))
- {
- auto block = Game::INSTANCE->zBlockAt(location, dimension, 0);
- 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<int> 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";
- ok = 0;
- }
- if (zActor)
- {
- Game::INSTANCE->zChat()->sendMessageTo(
- result, zActor, Chat::CHANNEL_INFO);
- }
- else
- {
- Framework::Logging::info() << result;
- }
- return ok;
- }
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