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#pragma once
#include "BlockHandler.h"
class cBlockDeadBushHandler final : public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
virtual bool DoesIgnoreBuildCollision(
const cWorld & a_World,
const cItem & a_HeldItem,
const Vector3i a_Position,
const NIBBLETYPE a_Meta,
const eBlockFace a_ClickedBlockFace,
const bool a_ClickedDirectly
) const override
{
return true;
}
virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
{
if (a_Position.y <= 0)
{
return false;
}
BLOCKTYPE BelowBlock = a_Chunk.GetBlock(a_Position.addedY(-1));
switch (BelowBlock)
{
case E_BLOCK_CLAY:
case E_BLOCK_HARDENED_CLAY:
case E_BLOCK_STAINED_CLAY:
case E_BLOCK_SAND:
{
return true;
}
default: return false;
}
}
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
{
// If cutting down with shears, drop self:
if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS))
{
return cItem(m_BlockType, 1, a_BlockMeta);
}
// Drop 0-3 sticks:
auto chance = GetRandomProvider().RandInt<char>(3);
if (chance > 0)
{
return cItem(E_ITEM_STICK, chance, 0);
}
return {};
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
return 0;
}
};
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