void cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) { if (a_WorldInterface.GetDimension() != dimOverworld) { Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ); a_WorldInterface.DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords); } else { if (a_WorldInterface.GetTimeOfDay() > 13000) { NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); if ((Meta & 0x4) == 0x4) { a_Player->SendMessageFailure("This bed is occupied"); } else { Vector3i PillowDirection(0, 0, 0); if ((Meta & 0x8) == 0x8) { // Is pillow a_WorldInterface.GetBroadcastManager().BroadcastUseBed(*a_Player, a_BlockX, a_BlockY, a_BlockZ); } else { // Is foot end VERIFY((Meta & 0x4) != 0x4); // Occupied flag should never be set, else our compilator (intended) is broken PillowDirection = MetaDataToDirection(Meta & 0x7); if (a_ChunkInterface.GetBlock(a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z) == E_BLOCK_BED) // Must always use pillow location for sleeping { a_WorldInterface.GetBroadcastManager().BroadcastUseBed(*a_Player, a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z); } } a_Player->SetBedPos(Vector3i(a_BlockX, a_BlockY, a_BlockZ)); SetBedOccupationState(a_ChunkInterface, a_Player->GetLastBedPos(), true); a_Player->SetIsInBed(true); a_Player->SendMessageSuccess("Home position set successfully"); cTimeFastForwardTester Tester; if (a_WorldInterface.ForEachPlayer(Tester)) { cPlayerBedStateUnsetter Unsetter(Vector3i(a_BlockX + PillowDirection.x, a_BlockY, a_BlockZ + PillowDirection.z), a_ChunkInterface); a_WorldInterface.ForEachPlayer(Unsetter); a_WorldInterface.SetTimeOfDay(0); a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x0b); // Clear the "occupied" bit of the bed's block } } } else { a_Player->SendMessageFailure("You can only sleep at night"); } } }
bool cBlockBedHandler::OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) { Vector3i Coords(a_BlockX, a_BlockY, a_BlockZ); if (a_WorldInterface.GetDimension() != dimOverworld) { a_WorldInterface.DoExplosionAt(5, a_BlockX, a_BlockY, a_BlockZ, true, esBed, &Coords); } else if (!((a_WorldInterface.GetTimeOfDay() > 12541) && (a_WorldInterface.GetTimeOfDay() < 23458))) // Source: https://minecraft.gamepedia.com/Bed#Sleeping { a_Player.SendMessageFailure("You can only sleep at night"); } else { NIBBLETYPE Meta = a_ChunkInterface.GetBlockMeta(Coords); if ((Meta & 0x4) == 0x4) { a_Player.SendMessageFailure("This bed is occupied"); } else { auto FindMobs = [](cEntity & a_Entity) { return ( (a_Entity.GetEntityType() == cEntity::etMonster) && (static_cast<cMonster&>(a_Entity).GetMobFamily() == cMonster::mfHostile) ); }; if (!a_Player.GetWorld()->ForEachEntityInBox(cBoundingBox(a_Player.GetPosition() - Vector3i(0, 5, 0), 8, 10), FindMobs)) { a_Player.SendMessageFailure("You may not rest now, there are monsters nearby"); } else { Vector3i PillowDirection(0, 0, 0); if ((Meta & 0x8) == 0x8) { // Is pillow a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, { a_BlockX, a_BlockY, a_BlockZ }); } else { // Is foot end VERIFY((Meta & 0x4) != 0x4); // Occupied flag should never be set, else our compilator (intended) is broken PillowDirection = MetaDataToDirection(Meta & 0x3); if (a_ChunkInterface.GetBlock(Coords + PillowDirection) == E_BLOCK_BED) // Must always use pillow location for sleeping { a_WorldInterface.GetBroadcastManager().BroadcastUseBed(a_Player, Vector3i{ a_BlockX, a_BlockY, a_BlockZ } + PillowDirection); } } a_Player.SetBedPos(Coords); SetBedOccupationState(a_ChunkInterface, a_Player.GetLastBedPos(), true); a_Player.SetIsInBed(true); a_Player.SendMessageSuccess("Home position set successfully"); auto TimeFastForwardTester = [](cPlayer & a_OtherPlayer) { if (!a_OtherPlayer.IsInBed()) { return true; } return false; }; if (a_WorldInterface.ForEachPlayer(TimeFastForwardTester)) { a_WorldInterface.ForEachPlayer([&](cPlayer & a_OtherPlayer) { cBlockBedHandler::SetBedOccupationState(a_ChunkInterface, a_OtherPlayer.GetLastBedPos(), false); a_OtherPlayer.SetIsInBed(false); return false; } ); a_WorldInterface.SetTimeOfDay(0); a_ChunkInterface.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, Meta & 0x0b); // Clear the "occupied" bit of the bed's block } } } } return true; }