78 lines
2.3 KiB
C
78 lines
2.3 KiB
C
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#pragma once
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#include "ItemHandler.h"
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#include "Blocks/BlockLadder.h"
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class cItemLadderHandler :
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public cItemHandler
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{
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using Super = cItemHandler;
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public:
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using Super::Super;
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private:
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/** Converts the block face of the neighbor to which the ladder is attached to the ladder block's meta. */
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static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_NeighborBlockFace)
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{
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switch (a_NeighborBlockFace)
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{
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case BLOCK_FACE_ZM: return 0x2;
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case BLOCK_FACE_ZP: return 0x3;
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case BLOCK_FACE_XM: return 0x4;
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case BLOCK_FACE_XP: return 0x5;
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case BLOCK_FACE_YM:
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case BLOCK_FACE_YP: return 0x2;
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default: UNREACHABLE("Unsupported neighbor block face");
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}
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}
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virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
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{
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const auto & World = *a_Player.GetWorld();
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const auto ClickedBlockType = World.GetBlock(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true));
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// Try finding a suitable neighbor block face for the ladder; start with the given one:
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if (!cBlockLadderHandler::CanBePlacedOn(ClickedBlockType, a_ClickedBlockFace))
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{
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// Couldn't be placed on whatever face was clicked, last ditch resort - find another face:
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a_ClickedBlockFace = FindSuitableFace(World, a_PlacePosition);
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if (a_ClickedBlockFace == BLOCK_FACE_NONE)
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{
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// No attachable face found - don't place the ladder:
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return false;
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}
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}
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return a_Player.PlaceBlock(a_PlacePosition, E_BLOCK_LADDER, BlockFaceToMetaData(a_ClickedBlockFace));
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}
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/** Returns a suitable neighbor's blockface to place the ladder at the specified position.
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Returns BLOCK_FACE_NONE on failure. */
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static eBlockFace FindSuitableFace(const cWorld & a_World, const Vector3i a_Position)
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{
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for (const auto Face : { BLOCK_FACE_ZM, BLOCK_FACE_XP, BLOCK_FACE_ZP, BLOCK_FACE_XM }) // Loop through all faces in specific order.
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{
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// The direction of Face is relative to the direction the ladder faces.
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// This is the position, computed inverted, that such a ladder would attach to.
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const auto NeighborPosition = AddFaceDirection(a_Position, Face, true);
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if (cBlockLadderHandler::CanBePlacedOn(a_World.GetBlock(NeighborPosition), Face))
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{
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return Face;
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}
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}
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return BLOCK_FACE_NONE;
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}
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};
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