#pragma once #include "BlockHandler.h" #include "BlockSlab.h" class cBlockRedstoneHandler final : public cBlockHandler { using Super = cBlockHandler; 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; } BLOCKTYPE BelowBlock; NIBBLETYPE BelowBlockMeta; a_Chunk.GetBlockTypeMeta(a_Position.addedY(-1), BelowBlock, BelowBlockMeta); if (cBlockInfo::FullyOccupiesVoxel(BelowBlock)) { return true; } else if (cBlockSlabHandler::IsAnySlabType(BelowBlock)) { // Check if the slab is turned up side down if ((BelowBlockMeta & 0x08) == 0x08) { return true; } } return false; } virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override { return cItem(E_ITEM_REDSTONE_DUST, 1, 0); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 0; } } ;