#pragma once
#include "ItemHandler.h"
#include "Blocks/BlockChest.h"
class cItemChestHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemChestHandler(int a_ItemType):
Super(a_ItemType)
{
}
cItemChestHandler(const cItemChestHandler &) = delete;
private:
virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, const eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) override
{
// Check that there is at most one single neighbor of the same chest type:
static const Vector3i CrossCoords[] =
{
{-1, 0, 0},
{ 0, 0, -1},
{ 1, 0, 0},
{ 0, 0, 1},
};
auto & World = *a_Player.GetWorld();
int NeighborIdx = -1;
for (size_t i = 0; i < ARRAYCOUNT(CrossCoords); i++)
{
const auto NeighborPos = a_PlacePosition + CrossCoords[i];
if (World.GetBlock(NeighborPos) != m_ItemType)
{
continue;
}
if (NeighborIdx >= 0)
{
// Can't place here, there are already two neighbors, this would form a 3-block chest
return false;
}
NeighborIdx = static_cast<int>(i);
// Check that this neighbor is a single chest:
for (size_t j = 0; j < ARRAYCOUNT(CrossCoords); j++)
{
if (World.GetBlock(NeighborPos + CrossCoords[j]) == m_ItemType)
{
// Trying to place next to a dblchest
return false;
}
} // for j
} // for i
// Get the meta of the placed chest; take existing neighbors into account:
BLOCKTYPE ChestBlockType = static_cast<BLOCKTYPE>(m_ItemType);
NIBBLETYPE Meta;
const auto yaw = a_Player.GetYaw();
switch (NeighborIdx)
{
case 0:
case 2:
{
// The neighbor is in the X axis, form a X-axis-aligned dblchest:
Meta = ((yaw >= -90) && (yaw < 90)) ? E_META_CHEST_FACING_ZM : E_META_CHEST_FACING_ZP;
break;
}
case 1:
case 3:
{
// The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
Meta = (yaw < 0) ? E_META_CHEST_FACING_XM : E_META_CHEST_FACING_XP;
break;
}
default:
{
// No neighbor, place based on yaw:
Meta = cBlockChestHandler::YawToMetaData(yaw);
break;
}
} // switch (NeighborIdx)
// Place the new chest:
if (!a_Player.PlaceBlock(a_PlacePosition, ChestBlockType, Meta))
{
return false;
}
// Adjust the existing chest, if any:
if (NeighborIdx != -1)
{
World.FastSetBlock(a_PlacePosition + CrossCoords[NeighborIdx], ChestBlockType, Meta);
}
return true;
}
};