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cuberite-2a/src/Blocks/BlockMobSpawner.h
Tiger Wang 68cced73af
BlockHandler initialisation is a constant expression (#4891)
* BlockHandler initialisation is a constant expression

If we can't make it all namespaces, this is the next best I guess.

+ Tag handlers constexpr, const as needed
+ Inherit constructors
* Privatise handler functions

* More constexpr

Co-authored-by: Alexander Harkness <me@bearbin.net>
2020-09-20 13:50:52 +00:00

75 lines
1.4 KiB
C++

#pragma once
#include "BlockHandler.h"
#include "../Items/ItemHandler.h"
class cBlockMobSpawnerHandler:
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
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
{
return a_ChunkInterface.UseBlockEntity(&a_Player, a_BlockPos.x, a_BlockPos.y, a_BlockPos.z);
}
virtual bool IsUseable() const override
{
return true;
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) const override
{
// No pickups
return {};
}
virtual void OnPlayerBrokeBlock(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta
) const override
{
auto handler = a_Player.GetEquippedItem().GetHandler();
if (!a_Player.IsGameModeSurvival() || !handler->CanHarvestBlock(E_BLOCK_MOB_SPAWNER))
{
return;
}
auto & random = GetRandomProvider();
int reward = 15 + random.RandInt(14) + random.RandInt(14);
a_WorldInterface.SpawnSplitExperienceOrbs(Vector3d(0.5, 0.5, 0.5) + a_BlockPos, reward);
}
} ;