#pragma once
#include "ItemHandler.h"
#include "../BlockInfo.h"
#include "../Blocks/BlockChest.h"
class cItemChestHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemChestHandler(int a_ItemType):
Super(a_ItemType)
{
}
/** We need an OnPlayerPlace override because we're processing neighbor chests and changing their metas,
the parent class cannot do that. */
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 (a_ClickedBlockFace < 0)
{
// Clicked in air
return false;
}
if (!cChunkDef::IsValidHeight(a_ClickedBlockPos.y))
{
// The clicked block is outside the world, ignore this call altogether (#128)
return false;
}
// Check if the block ignores build collision (water, grass etc.):
BLOCKTYPE ClickedBlockType;
NIBBLETYPE ClickedBlockMeta;
a_World.GetBlockTypeMeta(a_ClickedBlockPos, ClickedBlockType, ClickedBlockMeta);
cChunkInterface ChunkInterface(a_World.GetChunkMap());
auto blockHandler = BlockHandler(ClickedBlockType);
Vector3i PlacePos;
if (blockHandler->DoesIgnoreBuildCollision(ChunkInterface, a_ClickedBlockPos, a_Player, ClickedBlockMeta))
{
blockHandler->OnPlayerBreakingBlock(ChunkInterface, a_World, a_Player, a_ClickedBlockPos);
PlacePos = a_ClickedBlockPos;
}
else
{
PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
if (!cChunkDef::IsValidHeight(PlacePos.y))
{
// The block is being placed outside the world, ignore this packet altogether (#128)
return false;
}
// Check if the chest can overwrite the block at PlacePos:
BLOCKTYPE PlaceBlock;
NIBBLETYPE PlaceMeta;
a_World.GetBlockTypeMeta(PlacePos, PlaceBlock, PlaceMeta);
blockHandler = BlockHandler(PlaceBlock);
if (!blockHandler->DoesIgnoreBuildCollision(ChunkInterface, PlacePos, a_Player, PlaceMeta))
{
return false;
}
blockHandler->OnPlayerBreakingBlock(ChunkInterface, a_World, a_Player, PlacePos);
}
// Check that there is at most one single neighbor of the same chest type:
static const Vector3i CrossCoords[] =
{
{-1, 0, 0},
{ 0, 0, -1},
{ 1, 0, 0},
{ 0, 0, 1},
};
int NeighborIdx = -1;
for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++)
{
auto NeighborPos = PlacePos + CrossCoords[i];
if (a_World.GetBlock(NeighborPos) != m_ItemType)
{
continue;
}
if (NeighborIdx >= 0)
{
// Can't place here, there are already two neighbors, this would form a 3-block chest
return false;
}
NeighborIdx = static_cast<int>(i);
// Check that this neighbor is a single chest:
for (size_t j = 0; j < ARRAYCOUNT(CrossCoords); j++)
{
if (a_World.GetBlock(NeighborPos + CrossCoords[j]) == m_ItemType)
{
// Trying to place next to a dblchest
return false;
}
} // for j
} // for i
// Get the meta of the placed chest; take existing neighbors into account:
BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
NIBBLETYPE Meta;
auto yaw = a_Player.GetYaw();
switch (NeighborIdx)
{
case 0:
case 2:
{
// The neighbor is in the X axis, form a X-axis-aligned dblchest:
Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
break;
}
case 1:
case 3:
{
// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
break;
}
default:
{
// No neighbor, place based on yaw:
Meta = cBlockChestHandler::PlayerYawToMetaData(yaw);
break;
}
} // switch (NeighborIdx)
// Place the new chest:
if (!a_Player.PlaceBlock(PlacePos.x, PlacePos.y, PlacePos.z, ChestBlockType, Meta))
{
return false;
}
// Adjust the existing chest, if any:
if (NeighborIdx != -1)
{
a_World.FastSetBlock(PlacePos + CrossCoords[NeighborIdx], ChestBlockType, Meta);
}
// Remove the "placed" item from inventory:
if (a_Player.IsGameModeSurvival())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
return true;
}
private:
cItemChestHandler(const cItemChestHandler &) = delete;
};