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cuberite-2a/src/Items/ItemEnchantingTable.h
Tiger Wang 748b121703
Unify DoWithBlockEntity (#5168)
+ DoWith calls now broadcast the block entity and mark the chunk dirty
+ Add block entity change queue to synchronise BE updates with block updates
* Fixed a few incorrect assertions about BE type
- Remove manual overloads
2021-03-28 14:40:57 +01:00

60 lines
1.1 KiB
C++

#pragma once
#include "ItemHandler.h"
#include "../BlockEntities/EnchantingTableEntity.h"
#include "../World.h"
class cItemEnchantingTableHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
private:
virtual bool IsPlaceable(void) override
{
return true;
}
virtual bool OnPlayerPlace(
cWorld & a_World,
cPlayer & a_Player,
const cItem & a_EquippedItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos
) override
{
if (!Super::OnPlayerPlace(a_World, a_Player, a_EquippedItem, a_ClickedBlockPos, a_ClickedBlockFace, a_CursorPos))
{
return false;
}
if (a_EquippedItem.IsCustomNameEmpty())
{
return true;
}
const auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
a_World.DoWithBlockEntityAt(PlacePos, [&a_EquippedItem](cBlockEntity & a_Entity)
{
ASSERT(a_Entity.GetBlockType() == E_BLOCK_ENCHANTMENT_TABLE);
static_cast<cEnchantingTableEntity &>(a_Entity).SetCustomName(a_EquippedItem.m_CustomName);
return false;
});
return true;
}
} ;