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cuberite-2a/src/Items/ItemTorch.h

83 lines
2.6 KiB
C++

#pragma once
#include "ItemHandler.h"
#include "Blocks/BlockTorch.h"
class cItemTorchHandler :
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
private:
/** Converts the block face of the neighbor to which the torch is attached, to the torch block's meta. */
static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_BlockFace)
{
switch (a_BlockFace)
{
case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
default: UNREACHABLE("Unsupported block face");
}
}
virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
{
const auto & World = *a_Player.GetWorld();
BLOCKTYPE ClickedBlockType;
NIBBLETYPE ClickedBlockMeta;
World.GetBlockTypeMeta(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true), ClickedBlockType, ClickedBlockMeta);
// Try finding a suitable neighbor block face for the torch; start with the given one:
if (!cBlockTorchHandler::CanBePlacedOn(ClickedBlockType, ClickedBlockMeta, a_ClickedBlockFace))
{
// Couldn't be placed on whatever face was clicked, last ditch resort - find another face:
a_ClickedBlockFace = FindSuitableFace(World, a_PlacePosition);
if (a_ClickedBlockFace == BLOCK_FACE_NONE)
{
// No attachable face found - don't place the torch:
return false;
}
}
return a_Player.PlaceBlock(a_PlacePosition, static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType), BlockFaceToMetaData(a_ClickedBlockFace));
}
/** Returns a suitable neighbor's blockface to place the torch at the specified position.
Returns BLOCK_FACE_NONE on failure. */
static eBlockFace FindSuitableFace(const cWorld & a_World, const Vector3i a_Position)
{
for (const auto Face : { BLOCK_FACE_ZM, BLOCK_FACE_XP, BLOCK_FACE_ZP, BLOCK_FACE_XM, BLOCK_FACE_YP }) // Loop through all faces in specific order.
{
// The direction of Face is relative to the direction the torch faces.
// This is the position, computed inverted, that such a torch would attach to.
const auto NeighborPosition = AddFaceDirection(a_Position, Face, true);
BLOCKTYPE NeighborBlockType;
NIBBLETYPE NeighborBlockMeta;
a_World.GetBlockTypeMeta(NeighborPosition, NeighborBlockType, NeighborBlockMeta);
if (cBlockTorchHandler::CanBePlacedOn(NeighborBlockType, NeighborBlockMeta, Face))
{
return Face;
}
}
return BLOCK_FACE_NONE;
}
};