83 lines
2.6 KiB
C
83 lines
2.6 KiB
C
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#pragma once
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#include "ItemHandler.h"
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#include "Blocks/BlockTorch.h"
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class cItemTorchHandler :
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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 torch is attached, to the torch block's meta. */
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static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_BlockFace)
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{
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switch (a_BlockFace)
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{
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case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
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case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
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case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
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case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
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case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
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default: UNREACHABLE("Unsupported 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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BLOCKTYPE ClickedBlockType;
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NIBBLETYPE ClickedBlockMeta;
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World.GetBlockTypeMeta(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true), ClickedBlockType, ClickedBlockMeta);
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// Try finding a suitable neighbor block face for the torch; start with the given one:
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if (!cBlockTorchHandler::CanBePlacedOn(ClickedBlockType, ClickedBlockMeta, 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 torch:
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return false;
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}
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}
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return a_Player.PlaceBlock(a_PlacePosition, static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType), BlockFaceToMetaData(a_ClickedBlockFace));
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}
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/** Returns a suitable neighbor's blockface to place the torch 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, BLOCK_FACE_YP }) // 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 torch faces.
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// This is the position, computed inverted, that such a torch would attach to.
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const auto NeighborPosition = AddFaceDirection(a_Position, Face, true);
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BLOCKTYPE NeighborBlockType;
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NIBBLETYPE NeighborBlockMeta;
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a_World.GetBlockTypeMeta(NeighborPosition, NeighborBlockType, NeighborBlockMeta);
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if (cBlockTorchHandler::CanBePlacedOn(NeighborBlockType, NeighborBlockMeta, 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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