#pragma once
#include "ItemHandler.h"
#include "../BlockInfo.h"
class cItemBigFlowerHandler final:
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const override
{
// Needs at least two free blocks to build in:
if (a_PlacePosition.y >= (cChunkDef::Height - 1))
{
return false;
}
const auto & World = *a_Player.GetWorld();
const auto TopPos = a_PlacePosition.addedY(1);
BLOCKTYPE TopType;
NIBBLETYPE TopMeta;
World.GetBlockTypeMeta(TopPos, TopType, TopMeta);
if (!cBlockHandler::For(TopType).DoesIgnoreBuildCollision(World, a_HeldItem, TopPos, TopMeta, a_ClickedBlockFace, false))
{
return false;
}
return a_Player.PlaceBlocks(
{
{ a_PlacePosition, E_BLOCK_BIG_FLOWER, static_cast<NIBBLETYPE>(a_HeldItem.m_ItemDamage & 0x07) },
{ TopPos, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_TOP }
});
}
};