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#pragma once
#include "BlockHandler.h"
class cBlockPressurePlateHandler final :
public cClearMetaOnDrop<cBlockHandler>
{
using Super = cClearMetaOnDrop<cBlockHandler>;
public:
using Super::Super;
private:
virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
{
if (a_Position.y <= 0)
{
return false;
}
// TODO: check if the block is upside-down slab or upside-down stairs
const auto Block = a_Chunk.GetBlock(a_Position.addedY(-1));
switch (Block)
{
case E_BLOCK_ACACIA_FENCE:
case E_BLOCK_BIRCH_FENCE:
case E_BLOCK_DARK_OAK_FENCE:
case E_BLOCK_FENCE:
case E_BLOCK_HOPPER:
case E_BLOCK_JUNGLE_FENCE:
case E_BLOCK_NETHER_BRICK_FENCE:
case E_BLOCK_SPRUCE_FENCE:
{
return true;
}
default:
{
return !cBlockInfo::IsTransparent(Block);
}
}
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
switch (m_BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE: return 11;
case E_BLOCK_WOODEN_PRESSURE_PLATE: return 13;
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: return 6;
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return 30;
default:
{
ASSERT(!"Unhandled blocktype in pressure plate handler!");
return 0;
}
}
}
} ;
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