c3d6afe47e
* Pistons/Ice no longer need to FastSetBlock first (#4600), and the former don't drop items when broken in creative - Begin migration away from stationary fluids * Tick the chunk after applying a client's changed * Broadcast pending blocks at the end of a tick
60 lines
1.1 KiB
C++
60 lines
1.1 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockIceHandler :
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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cBlockIceHandler(BLOCKTYPE a_BlockType):
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Super(a_BlockType)
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{
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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// Only drop self when using silk-touch:
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if (ToolHasSilkTouch(a_Tool))
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{
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return cItem(m_BlockType);
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}
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else
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{
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return {};
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}
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}
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virtual void OnBroken(
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
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Vector3i a_BlockPos,
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BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta
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) override
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{
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// If there's a solid block or a liquid underneath, convert to water, rather than air
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if (a_BlockPos.y <= 0)
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{
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return;
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}
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const auto Below = a_ChunkInterface.GetBlock(a_BlockPos.addedY(-1));
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if (cBlockInfo::FullyOccupiesVoxel(Below) || IsBlockLiquid(Below))
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{
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a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_WATER, 0);
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}
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Meta);
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return 5;
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}
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} ;
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