#pragma once
#include "ItemHandler.h"
#include "../Entities/Player.h"
#include "../LineBlockTracer.h"
class cItemLilypadHandler:
public cItemHandler
{
using Super = cItemHandler;
public:
cItemLilypadHandler(int a_ItemType):
Super(a_ItemType)
{
}
virtual bool IsPlaceable(void) override
{
return false; // Set as not placeable so OnItemUse is called
}
virtual bool OnItemUse(
cWorld * a_World,
cPlayer * a_Player,
cBlockPluginInterface & a_PluginInterface,
const cItem & a_HeldItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace
) override
{
if (a_ClickedBlockFace > BLOCK_FACE_NONE)
{
// Clicked on a face of a submerged block; vanilla allows placement, so should we
auto PlacePos = AddFaceDirection(a_ClickedBlockPos, a_ClickedBlockFace);
a_World->SetBlock(PlacePos, E_BLOCK_LILY_PAD, 0);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
class cCallbacks:
public cBlockTracer::cCallbacks
{
public:
cCallbacks():
m_HasHitFluid(false)
{
}
virtual bool OnNextBlock(Vector3i a_CBBlockPos, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override
{
if (IsBlockWater(a_CBBlockType))
{
if ((a_CBBlockMeta != 0) || (a_CBEntryFace == BLOCK_FACE_NONE)) // The hit block should be a source. The FACE_NONE check is clicking whilst submerged
{
return false;
}
a_CBBlockPos = AddFaceDirection(a_CBBlockPos, BLOCK_FACE_YP); // Always place pad at top of water block
if (
!IsBlockWater(a_CBBlockType) &&
cBlockInfo::FullyOccupiesVoxel(a_CBBlockType)
)
{
// Can't place lilypad on air / in another block!
return true;
}
m_HasHitFluid = true;
m_Pos = a_CBBlockPos;
return true;
}
return false;
}
Vector3i m_Pos;
bool m_HasHitFluid;
} Callbacks;
auto Start = a_Player->GetEyePosition() + a_Player->GetLookVector();
auto End = a_Player->GetEyePosition() + a_Player->GetLookVector() * 5;
cLineBlockTracer::Trace(*a_Player->GetWorld(), Callbacks, Start, End);
if (Callbacks.m_HasHitFluid)
{
a_World->SetBlock(Callbacks.m_Pos, E_BLOCK_LILY_PAD, 0);
if (!a_Player->IsGameModeCreative())
{
a_Player->GetInventory().RemoveOneEquippedItem();
}
return true;
}
return false;
}
};