#pragma once
#include "ItemHandler.h"
#include "Blocks/BlockLadder.h"
class cItemLadderHandler final :
public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
private:
/** Converts the block face of the neighbor to which the ladder is attached to the ladder block's meta. */
static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_NeighborBlockFace)
{
switch (a_NeighborBlockFace)
{
case BLOCK_FACE_ZM: return 0x2;
case BLOCK_FACE_ZP: return 0x3;
case BLOCK_FACE_XM: return 0x4;
case BLOCK_FACE_XP: return 0x5;
case BLOCK_FACE_YM:
case BLOCK_FACE_YP: return 0x2;
default: UNREACHABLE("Unsupported neighbor block face");
}
}
virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const override
{
const auto & World = *a_Player.GetWorld();
const auto ClickedBlockType = World.GetBlock(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true));
// Try finding a suitable neighbor block face for the ladder; start with the given one:
if (!cBlockLadderHandler::CanBePlacedOn(ClickedBlockType, a_ClickedBlockFace))
{
// Couldn't be placed on whatever face was clicked, last ditch resort - find another face:
a_ClickedBlockFace = FindSuitableFace(World, a_PlacePosition);
if (a_ClickedBlockFace == BLOCK_FACE_NONE)
{
// No attachable face found - don't place the ladder:
return false;
}
}
return a_Player.PlaceBlock(a_PlacePosition, E_BLOCK_LADDER, BlockFaceToMetaData(a_ClickedBlockFace));
}
/** Returns a suitable neighbor's blockface to place the ladder at the specified position.
Returns BLOCK_FACE_NONE on failure. */
static eBlockFace FindSuitableFace(const cWorld & a_World, const Vector3i a_Position)
{
for (const auto Face : { BLOCK_FACE_ZM, BLOCK_FACE_XP, BLOCK_FACE_ZP, BLOCK_FACE_XM }) // Loop through all faces in specific order.
{
// The direction of Face is relative to the direction the ladder faces.
// This is the position, computed inverted, that such a ladder would attach to.
const auto NeighborPosition = AddFaceDirection(a_Position, Face, true);
if (cBlockLadderHandler::CanBePlacedOn(a_World.GetBlock(NeighborPosition), Face))
{
return Face;
}
}
return BLOCK_FACE_NONE;
}
};