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path: root/src/Items/ItemStairs.h
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#pragma once

#include "ItemHandler.h"
#include "Blocks/BlockStairs.h"





class cItemStairsHandler final : public cItemHandler
{
	using Super = cItemHandler;

  public:
	using Super::Super;

  private:
	virtual bool CommitPlacement(
		cPlayer & a_Player,
		const cItem & a_HeldItem,
		const Vector3i a_PlacePosition,
		const eBlockFace a_ClickedBlockFace,
		const Vector3i a_CursorPosition
	) const override
	{
		NIBBLETYPE Meta = cBlockStairsHandler::YawToMetaData(a_Player.GetYaw());

		switch (a_ClickedBlockFace)
		{
			case BLOCK_FACE_TOP: break;
			case BLOCK_FACE_BOTTOM:
				Meta |= 0x4;
				break;  // When placing onto a bottom face, always place an upside-down stairs block.
			case BLOCK_FACE_EAST:
			case BLOCK_FACE_NORTH:
			case BLOCK_FACE_SOUTH:
			case BLOCK_FACE_WEST:
			{
				// When placing onto a sideways face, check cursor, if in top half, make it an upside-down stairs block:
				if (a_CursorPosition.y > 8)
				{
					Meta |= 0x4;
				}
				break;
			}
			default: UNREACHABLE("Unhandled block face");
		}

		return a_Player.PlaceBlock(a_PlacePosition, static_cast<BLOCKTYPE>(a_HeldItem.m_ItemType), Meta);
	}
};