#pragma once #include "BlockHandler.h" class cBlockPressurePlateHandler final : public cClearMetaOnDrop { using Super = cClearMetaOnDrop; public: using Super::Super; private: virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override { if (a_Position.y <= 0) { return false; } // TODO: check if the block is upside-down slab or upside-down stairs const auto Block = a_Chunk.GetBlock(a_Position.addedY(-1)); switch (Block) { case E_BLOCK_ACACIA_FENCE: case E_BLOCK_BIRCH_FENCE: case E_BLOCK_DARK_OAK_FENCE: case E_BLOCK_FENCE: case E_BLOCK_HOPPER: case E_BLOCK_JUNGLE_FENCE: case E_BLOCK_NETHER_BRICK_FENCE: case E_BLOCK_SPRUCE_FENCE: { return true; } default: { return !cBlockInfo::IsTransparent(Block); } } } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); switch (m_BlockType) { case E_BLOCK_STONE_PRESSURE_PLATE: return 11; case E_BLOCK_WOODEN_PRESSURE_PLATE: return 13; case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: return 6; case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return 30; default: { ASSERT(!"Unhandled blocktype in pressure plate handler!"); return 0; } } } } ;