#pragma once #include "BlockHandler.h" #include "../BoundingBox.h" class cBlockFenceHandler : public cBlockHandler { public: // These are the min and max coordinates (X and Z) for a straight fence. // 0.4 and 0.6 are really just guesses, but they seem pretty good. // (0.4 to 0.6 is a fence that's 0.2 wide, down the center of the block) const double MIN_COORD = 0.4; const double MAX_COORD = 0.6; cBlockFenceHandler(BLOCKTYPE a_BlockType) : cBlockHandler(a_BlockType) { } virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) override { bool XMSolid = cBlockInfo::IsSolid(a_XM); bool XPSolid = cBlockInfo::IsSolid(a_XP); bool ZMSolid = cBlockInfo::IsSolid(a_ZM); bool ZPSolid = cBlockInfo::IsSolid(a_ZP); double FENCE_HEIGHT = cBlockInfo::GetBlockHeight(m_BlockType); // Entities can never be in the center cBoundingBox PlacementBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD); // For each solid neighbor, the hitbox extends that way if (XMSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD)); } if (XPSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD)); } if (ZMSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.0, 0.5)); } if (ZPSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.5, 1.0)); } // For each corner, fill in the corner if (XMSolid && ZMSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0, 0.5)); } if (XPSolid && ZMSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0, 0.5)); } if (XPSolid && ZPSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0.5, 1.0)); } if (XMSolid && ZPSolid) { PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0.5, 1.0)); } return PlacementBox; } };