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path: root/src/Blocks/BlockStairs.h
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#pragma once

#include "BlockHandler.h"
#include "Mixins.h"




class cBlockStairsHandler :
	public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>
{
	using Super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x03, 0x03, 0x00, 0x02, 0x01, true>>;

public:

	cBlockStairsHandler(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
	{
		UNUSED(a_ChunkInterface);
		UNUSED(a_BlockX);
		UNUSED(a_BlockY);
		UNUSED(a_BlockZ);
		UNUSED(a_CursorX);
		UNUSED(a_CursorZ);
		a_BlockType = m_BlockType;
		a_BlockMeta = RotationToMetaData(a_Player.GetYaw());
		switch (a_BlockFace)
		{
			case BLOCK_FACE_TOP:    break;
			case BLOCK_FACE_BOTTOM: a_BlockMeta = a_BlockMeta | 0x4; break;  // When placing onto a bottom face, always place an upside-down stairs block
			case BLOCK_FACE_EAST:
			case BLOCK_FACE_NORTH:
			case BLOCK_FACE_SOUTH:
			case BLOCK_FACE_WEST:
			{
				// When placing onto a sideways face, check cursor, if in top half, make it an upside-down stairs block
				if (a_CursorY > 8)
				{
					a_BlockMeta |= 0x4;
				}
				break;
			}
			case BLOCK_FACE_NONE: return false;
		}
		return true;
	}

	static NIBBLETYPE RotationToMetaData(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 0x0;
		}
		else if ((a_Rotation >= 180) && (a_Rotation < 270))
		{
			return 0x1;
		}
		else if ((a_Rotation >= 90) && (a_Rotation < 180))
		{
			return 0x2;
		}
		else
		{
			return 0x3;
		}
	}

	virtual NIBBLETYPE MetaMirrorXZ(NIBBLETYPE a_Meta) override
	{
		// Toggle bit 3:
		return (a_Meta & 0x0b) | ((~a_Meta) & 0x04);
	}

	virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
	{
		UNUSED(a_Meta);
		switch (m_BlockType)
		{
			case E_BLOCK_SANDSTONE_STAIRS:
			case E_BLOCK_BIRCH_WOOD_STAIRS: return 2;
			case E_BLOCK_QUARTZ_STAIRS: return 8;
			case E_BLOCK_JUNGLE_WOOD_STAIRS:
			case E_BLOCK_RED_SANDSTONE_STAIRS: return 10;
			case E_BLOCK_COBBLESTONE_STAIRS:
			case E_BLOCK_STONE_BRICK_STAIRS: return 11;
			case E_BLOCK_OAK_WOOD_STAIRS: return 13;
			case E_BLOCK_ACACIA_WOOD_STAIRS: return 15;
			case E_BLOCK_PURPUR_STAIRS: return 16;
			case E_BLOCK_DARK_OAK_WOOD_STAIRS: return 26;
			case E_BLOCK_BRICK_STAIRS: return 28;
			case E_BLOCK_NETHER_BRICK_STAIRS: return 35;
			case E_BLOCK_SPRUCE_WOOD_STAIRS: return 34;
			default:
			{
				ASSERT(!"Unhandled blocktype in stairs handler!");
				return 0;
			}
		}
	}

	/** EXCEPTION a.k.a. why is this removed:
	This collision-detection is actually more accurate than the client, but since the client itself
	sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
	two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
	#if 0
	bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
	{
		if (a_BlockMeta & 0x4)  // upside down
		{
			return true;
		}
		else if ((a_BlockMeta & 0x3) == 0)  // tall side is east (+X)
		{
			return a_Position.y < ((a_Position.x > 0.5) ? 1.0 : 0.5);
		}
		else if ((a_BlockMeta & 0x3) == 1)  // tall side is west (-X)
		{
			return a_Position.y < ((a_Position.x < 0.5) ? 1.0 : 0.5);
		}
		else if ((a_BlockMeta & 0x3) == 2)  // tall side is south (+Z)
		{
			return a_Position.y < ((a_Position.z > 0.5) ? 1.0 : 0.5);
		}
		else if ((a_BlockMeta & 0x3) == 3)  // tall side is north (-Z)
		{
			return a_Position.y < ((a_Position.z < 0.5) ? 1.0 : 0.5);
		}
		return false;
	}
	#endif

} ;