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// 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;
}
} ;
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