#pragma once #include "BlockHandler.h" class cBlockDeadBushHandler final : public cBlockHandler { using Super = cBlockHandler; public: using Super::Super; private: virtual bool DoesIgnoreBuildCollision(const cWorld & a_World, const cItem & a_HeldItem, const Vector3i a_Position, const NIBBLETYPE a_Meta, const eBlockFace a_ClickedBlockFace, const bool a_ClickedDirectly) const override { return true; } virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override { if (a_Position.y <= 0) { return false; } BLOCKTYPE BelowBlock = a_Chunk.GetBlock(a_Position.addedY(-1)); switch (BelowBlock) { case E_BLOCK_CLAY: case E_BLOCK_HARDENED_CLAY: case E_BLOCK_STAINED_CLAY: case E_BLOCK_SAND: { return true; } default: return false; } } virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override { // If cutting down with shears, drop self: if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS)) { return cItem(m_BlockType, 1, a_BlockMeta); } // Drop 0-3 sticks: auto chance = GetRandomProvider().RandInt(3); if (chance > 0) { return cItem(E_ITEM_STICK, chance, 0); } return {}; } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 0; } } ;