a62b2b1be2
* Move item placement into item handlers + Add appropriate CanBeAt checks in cPlayer::PlaceBlocks, into which all placement handlers call. * Partly addresses #5157 * Fixes #4878 * Fixes #2919 * Fixes #4629 * Fixes #4239 * Fixes #4849 Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com> * Review fixes * Update APIDesc.lua * Rename Co-authored-by: changyong guo <guo1487@163.com> Co-authored-by: Xotheus <shady3300@outlook.com> Co-authored-by: Krist Pregracke <krist@tiger-scm.com>
101 lines
2.8 KiB
C++
101 lines
2.8 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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class cItemSlabHandler:
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public cItemHandler
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{
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using Super = cItemHandler;
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public:
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using Super::Super;
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private:
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virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
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{
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// Confer BlockSlab.h, which we're in cahoots with to make the below logic work.
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// If clicking a slab, combine it into a double-slab:
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if (cBlockSlabHandler::IsAnySlabType(a_Player.GetWorld()->GetBlock(a_PlacePosition)))
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{
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if (!a_Player.PlaceBlock(a_PlacePosition, GetDoubleSlabType(static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType)), static_cast<NIBBLETYPE>(a_HeldItem.m_ItemDamage)))
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{
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return false;
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}
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a_Player.SendBlocksAround(a_PlacePosition.x, a_PlacePosition.y, a_PlacePosition.z, 2); // (see below)
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return true;
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}
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// Set the correct metadata based on player equipped item:
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if (!a_Player.PlaceBlock(a_PlacePosition, static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType), FaceToMetaData(static_cast<NIBBLETYPE>(a_HeldItem.m_ItemDamage), a_ClickedBlockFace, a_CursorPosition)))
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{
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return false;
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}
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/* This is a workaround for versions < 1.13, where the client combines a slab in the
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direction of the clicked block face of a block ignoring build collision, rather than replacing said block.
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Resend blocks to the client to fix the bug.
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Ref.: https://forum.cuberite.org/thread-434-post-17388.html#pid17388 */
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a_Player.SendBlocksAround(a_PlacePosition.x, a_PlacePosition.y, a_PlacePosition.z, 2);
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return true;
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}
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static NIBBLETYPE FaceToMetaData(const NIBBLETYPE a_BaseMeta, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition)
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{
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switch (a_ClickedBlockFace)
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{
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case BLOCK_FACE_TOP:
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{
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// Bottom half slab block:
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return a_BaseMeta & 0x07;
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}
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case BLOCK_FACE_BOTTOM:
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{
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// Top half slab block:
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return a_BaseMeta | 0x08;
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}
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case BLOCK_FACE_EAST:
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case BLOCK_FACE_NORTH:
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case BLOCK_FACE_SOUTH:
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case BLOCK_FACE_WEST:
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{
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if (a_CursorPosition.y > 7)
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{
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// Cursor at top half of block, place top slab:
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return a_BaseMeta | 0x08;
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}
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else
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{
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// Cursor at bottom half of block, place bottom slab:
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return a_BaseMeta & 0x07;
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}
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}
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default: UNREACHABLE("Unhandled block face");
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}
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}
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/** Converts the single-slab blocktype to its equivalent double-slab blocktype. */
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static BLOCKTYPE GetDoubleSlabType(BLOCKTYPE a_SingleSlabBlockType)
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{
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switch (a_SingleSlabBlockType)
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{
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case E_BLOCK_STONE_SLAB: return E_BLOCK_DOUBLE_STONE_SLAB;
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case E_BLOCK_WOODEN_SLAB: return E_BLOCK_DOUBLE_WOODEN_SLAB;
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case E_BLOCK_RED_SANDSTONE_SLAB: return E_BLOCK_DOUBLE_RED_SANDSTONE_SLAB;
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case E_BLOCK_PURPUR_SLAB: return E_BLOCK_PURPUR_DOUBLE_SLAB;
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}
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UNREACHABLE("Unhandled slab type");
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}
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};
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