#pragma once #include "BlockHandler.h" #include "Mixins.h" #include "../Entities/Player.h" #include "../UI/AnvilWindow.h" class cBlockAnvilHandler final : public cYawRotator { using Super = cYawRotator; public: using Super::Super; private: virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override { return cItem(m_BlockType, 1, a_BlockMeta >> 2); } virtual bool OnUse( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer & a_Player, const Vector3i a_BlockPos, eBlockFace a_BlockFace, const Vector3i a_CursorPos ) const override { cWindow * Window = new cAnvilWindow(a_BlockPos); a_Player.OpenWindow(*Window); return true; } virtual bool IsUseable() const override { return true; } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 6; } } ;