#pragma once
#include "BlockHandler.h"
#include "ChunkInterface.h"
#include "../BlockInfo.h"
#include "../Items/ItemHandler.h"
class cBlockBigFlowerHandler 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, NIBBLETYPE a_Meta, const eBlockFace a_ClickedBlockFace, const bool a_ClickedDirectly) const override
{
if (IsMetaTopPart(a_Meta))
{
BLOCKTYPE BottomType;
if (
(a_Position.y < 1) ||
!a_World.GetBlockTypeMeta(a_Position - Vector3i(0, 1, 0), BottomType, a_Meta) ||
(BottomType != E_BLOCK_BIG_FLOWER)
)
{
// Can't find the flower meta so assume grass
return true;
}
}
NIBBLETYPE FlowerMeta = a_Meta & 0x07;
return (
(FlowerMeta == E_META_BIG_FLOWER_DOUBLE_TALL_GRASS) ||
(FlowerMeta == E_META_BIG_FLOWER_LARGE_FERN)
);
}
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override
{
if (IsMetaTopPart(a_BlockMeta))
{
return {};
}
// With shears, drop self (even tall grass and fern):
if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS))
{
// Bit 0x08 specifies whether this is a top part or bottom; cut it off from the pickup:
return cItem(m_BlockType, 1, a_BlockMeta & 0x07);
}
// Tall grass drops seeds, large fern drops nothing, others drop self:
auto flowerType = a_BlockMeta & 0x07;
if (flowerType == E_META_BIG_FLOWER_DOUBLE_TALL_GRASS)
{
// Drop seeds, depending on bernoulli trial result:
if (GetRandomProvider().RandBool(0.875))
{
// 87.5% chance of dropping nothing:
return {};
}
// 12.5% chance of dropping some seeds.
const auto DropNum = FortuneDiscreteRandom(1, 1, 2 * ToolFortuneLevel(a_Tool));
return cItem(E_ITEM_SEEDS, DropNum);
}
else if (flowerType != E_META_BIG_FLOWER_LARGE_FERN)
{
return cItem(m_BlockType, 1, static_cast<short>(flowerType));
}
return {};
}
static bool IsMetaTopPart(NIBBLETYPE a_Meta)
{
return ((a_Meta & 0x08) != 0);
}
virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
{
// CanBeAt is also called on placement, so the top part can't check for the bottom part.
// Both parts can only that they're rooted in grass.
const auto RootPosition = a_Position.addedY(IsMetaTopPart(a_Meta) ? -2 : -1);
return (RootPosition.y >= 0) && IsBlockTypeOfDirt(a_Chunk.GetBlock(RootPosition));
}
virtual void OnBroken(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
const Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
const cEntity * a_Digger
) const override
{
if (IsMetaTopPart(a_OldBlockMeta))
{
const auto LowerPart = a_BlockPos.addedY(-1);
if (a_ChunkInterface.GetBlock(LowerPart) == a_OldBlockType)
{
// Prevent creative punches from dropping pickups.
// TODO: Simplify to SetBlock and remove the IsMetaTopPart check in DropBlockAsPickups when 1.13 blockstates arrive.
if (a_Digger->IsPlayer() && static_cast<const cPlayer *>(a_Digger)->IsGameModeCreative())
{
a_ChunkInterface.SetBlock(LowerPart, E_BLOCK_AIR, 0);
}
else
{
a_ChunkInterface.DropBlockAsPickups(LowerPart);
}
}
}
else
{
const auto UpperPart = a_BlockPos.addedY(1);
if (a_ChunkInterface.GetBlock(UpperPart) == a_OldBlockType)
{
a_ChunkInterface.SetBlock(UpperPart, E_BLOCK_AIR, 0);
}
}
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
return 7;
}
} ;