// BlockWallBanner.h #pragma once #include "../BlockInfo.h" #include "BlockEntity.h" class cBlockWallBannerHandler final : public cBlockEntityHandler { using Super = cBlockEntityHandler; public: using Super::Super; virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override { // Drops handled by the block entity: return {}; } virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override { Vector3i Offset; switch (a_Meta) { case BLOCK_FACE_ZM: Offset = Vector3i( 0, 0, 1); break; case BLOCK_FACE_ZP: Offset = Vector3i( 0, 0, -1); break; case BLOCK_FACE_XM: Offset = Vector3i( 1, 0, 0); break; case BLOCK_FACE_XP: Offset = Vector3i(-1, 0, 0); break; default: return false; } auto NeighborPos = a_Position + Offset; BLOCKTYPE NeighborType; if (!a_Chunk.UnboundedRelGetBlockType(NeighborPos, NeighborType)) { // The neighbour is not accessible (unloaded chunk), we'll allow it for now. return true; } return cBlockInfo::IsSolid(NeighborType); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 0; } } ;