#pragma once
#include "BlockHandler.h"
#include "Mixins.h"
#include "../Entities/Player.h"
#include "../UI/AnvilWindow.h"
class cBlockAnvilHandler final :
public cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x01, 0x02>
{
using Super = cYawRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x01, 0x02>;
public:
using Super::Super;
private:
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
{
return cItem(m_BlockType, 1, a_BlockMeta >> 2);
}
virtual bool OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const override
{
cWindow * Window = new cAnvilWindow(a_BlockPos);
a_Player.OpenWindow(*Window);
return true;
}
virtual bool IsUseable() const override
{
return true;
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
return 6;
}
} ;