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// Mixins.h

// Provides various mixins for easier cBlockHandler descendant implementations

/* The general use case is to derive a handler from these mixins, providing a suitable base to them:
class cBlockAir: public cBlockWithNoDrops<cBlockHandler>;
class cBlockLadder: public cMetaRotator<cClearMetaOnDrop, ...>
*/

#pragma once

#include "../Item.h"
#include "../Entities/Player.h"





// MSVC generates warnings for the templated AssertIfNotMatched parameter conditions, so disable it:
#ifdef _MSC_VER
	#pragma warning(disable: 4127)  // Conditional expression is constant
#endif





template <class Base = cBlockHandler>
class cBlockWithNoDrops:
	public Base
{
public:

	cBlockWithNoDrops(BLOCKTYPE a_BlockType):
		Base(a_BlockType)
	{
	}





	virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
	{
		// Don't drop anything:
		return {};
	}
};





/** Mixin to clear the block's meta value when converting to a pickup. */
template <class Base>
class cClearMetaOnDrop:
	public Base
{
public:

	cClearMetaOnDrop(BLOCKTYPE a_BlockType):
		Base(a_BlockType)
	{
	}





	virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
	{
		// Reset the meta to zero:
		return cItem(this->m_BlockType);
	}
};





/** Mixin for rotations and reflections following the standard pattern of "apply mask, then use a switch".
Inherit from this class providing your base class as Base, the BitMask for the direction bits in bitmask and the masked value for the directions in North, East, South, West.
There is also an aptional parameter AssertIfNotMatched, set this if it is invalid for a block to exist in any other state. */
template <class Base, NIBBLETYPE BitMask, NIBBLETYPE North, NIBBLETYPE East, NIBBLETYPE South, NIBBLETYPE West, bool AssertIfNotMatched = false>
class cMetaRotator:
	public Base
{
public:

	cMetaRotator(BLOCKTYPE a_BlockType):
		Base(a_BlockType)
	{}





	virtual NIBBLETYPE MetaRotateCCW(NIBBLETYPE a_Meta) override
	{
		NIBBLETYPE OtherMeta = a_Meta & (~BitMask);
		switch (a_Meta & BitMask)
		{
			case South: return East  | OtherMeta;
			case East:  return North | OtherMeta;
			case North: return West  | OtherMeta;
			case West:  return South | OtherMeta;
		}
		if (AssertIfNotMatched)
		{
			ASSERT(!"Invalid Meta value");
		}
		return a_Meta;
	}





	virtual NIBBLETYPE MetaRotateCW(NIBBLETYPE a_Meta) override
	{
		NIBBLETYPE OtherMeta = a_Meta & (~BitMask);
		switch (a_Meta & BitMask)
		{
			case South: return West  | OtherMeta;
			case West:  return North | OtherMeta;
			case North: return East  | OtherMeta;
			case East:  return South | OtherMeta;
		}
		if (AssertIfNotMatched)
		{
			ASSERT(!"Invalid Meta value");
		}
		return a_Meta;
	}





	virtual NIBBLETYPE MetaMirrorXY(NIBBLETYPE a_Meta) override
	{
		NIBBLETYPE OtherMeta = a_Meta & (~BitMask);
		switch (a_Meta & BitMask)
		{
			case South: return North | OtherMeta;
			case North: return South | OtherMeta;
		}
		// Not Facing North or South; No change.
		return a_Meta;
	}





	virtual NIBBLETYPE MetaMirrorYZ(NIBBLETYPE a_Meta) override
	{
		NIBBLETYPE OtherMeta = a_Meta & (~BitMask);
		switch (a_Meta & BitMask)
		{
			case West: return East | OtherMeta;
			case East: return West | OtherMeta;
		}
		// Not Facing East or West; No change.
		return a_Meta;
	}
};


/** Mixin for blocks whose meta on placement depends on the yaw of the player placing the block. BitMask
selects the direction bits from the block's meta values. */
template <class Base, NIBBLETYPE BitMask = 0x7, NIBBLETYPE North = 0x2, NIBBLETYPE East = 0x5, NIBBLETYPE South = 0x3, NIBBLETYPE West = 0x4, bool AssertIfNotMatched = false>
class cYawRotator:
	public cMetaRotator<Base, BitMask, North, East, South, West, AssertIfNotMatched>
{
	using super = cMetaRotator<Base, BitMask, North, East, South, West, AssertIfNotMatched>;
public:

	cYawRotator(BLOCKTYPE a_BlockType):
		super(a_BlockType)
	{}





	virtual bool GetPlacementBlockTypeMeta(
		cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
		int a_CursorX, int a_CursorY, int a_CursorZ,
		BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
	) override
	{
		NIBBLETYPE BaseMeta;
		super::GetPlacementBlockTypeMeta(a_ChunkInterface, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, a_BlockType, BaseMeta);

		a_BlockMeta = (BaseMeta & ~BitMask) | YawToMetaData(a_Player.GetYaw());
		return true;
	}





	static NIBBLETYPE YawToMetaData(double a_Rotation)
	{
		a_Rotation += 90 + 45;  // So its not aligned with axis

		if (a_Rotation >= 360)
		{
			a_Rotation -= 360;
		}
		if ((a_Rotation >= 0) && (a_Rotation < 90))
		{
			return West;
		}
		else if ((a_Rotation >= 90) && (a_Rotation < 180))
		{
			return North;
		}
		else if ((a_Rotation >= 180) && (a_Rotation < 270))
		{
			return East;
		}
		else  // (a_Rotation >= 270) && (a_Rotation < 360)
		{
			return South;
		}
	}
};

/** Mixin for blocks whose meta on placement depends on the pitch and yaw of the player placing the block. BitMask
selects the direction bits from the block's meta values. */
template <class Base, NIBBLETYPE BitMask = 0x7, NIBBLETYPE North = 0x2, NIBBLETYPE East = 0x5, NIBBLETYPE South = 0x3, NIBBLETYPE West = 0x4, NIBBLETYPE Up = 0x1, NIBBLETYPE Down = 0x0>
class cPitchYawRotator:
	public cYawRotator<Base, BitMask, North, East, South, West>
{
	using super = cYawRotator<Base, BitMask, North, East, South, West>;
public:

	cPitchYawRotator(BLOCKTYPE a_BlockType):
		super(a_BlockType)
	{}





	virtual bool GetPlacementBlockTypeMeta(
		cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
		int a_CursorX, int a_CursorY, int a_CursorZ,
		BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
	) override
	{
		NIBBLETYPE BaseMeta;
		super::GetPlacementBlockTypeMeta(a_ChunkInterface, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, a_BlockType, BaseMeta);

		a_BlockMeta = (BaseMeta & ~BitMask) |  PitchYawToMetaData(a_Player.GetYaw(), a_Player.GetPitch());
		return true;
	}





	virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) override
	{
		NIBBLETYPE OtherMeta = a_Meta & (~BitMask);
		switch (a_Meta & BitMask)
		{
			case Down: return Up | OtherMeta;  // Down -> Up
			case Up: return Down | OtherMeta;  // Up -> Down
		}
		// Not Facing Up or Down; No change.
		return a_Meta;
	}





	static NIBBLETYPE PitchYawToMetaData(double a_Rotation, double a_Pitch)
	{
		if (a_Pitch >= 50)
		{
			return Up;
		}
		else if (a_Pitch <= -50)
		{
			return Down;
		}

		return super::YawToMetaData(a_Rotation);
	}
};