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#pragma once
#include "BlockHandler.h"
#include "../Chunk.h"
#include "ChunkInterface.h"
#include "Mixins.h"
class cBlockTorchHandler:
public cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x7, 0x4, 0x1, 0x3, 0x2>>
{
using Super = cClearMetaOnDrop<cMetaRotator<cBlockHandler, 0x7, 0x4, 0x1, 0x3, 0x2>>;
public:
cBlockTorchHandler(BLOCKTYPE a_BlockType):
Super(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface,
cPlayer & a_Player,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
BLOCKTYPE ClickedBlockType;
NIBBLETYPE ClickedBlockMeta;
auto ClickedBlockPos = AddFaceDirection(a_PlacedBlockPos, a_ClickedBlockFace, true);
a_ChunkInterface.GetBlockTypeMeta(ClickedBlockPos, ClickedBlockType, ClickedBlockMeta);
if (!CanBePlacedOn(ClickedBlockType, ClickedBlockMeta, a_ClickedBlockFace))
{
// Couldn't be placed on whatever face was clicked, last ditch resort - find another face
a_ClickedBlockFace = FindSuitableFace(a_ChunkInterface, a_PlacedBlockPos); // Set a_BlockFace to a valid direction which will be converted later to a metadata
if (a_ClickedBlockFace == BLOCK_FACE_NONE)
{
// No attachable face found - don't place the torch
return false;
}
}
a_BlockType = m_BlockType;
a_BlockMeta = BlockFaceToMetaData(a_ClickedBlockFace);
return true;
}
/** Converts the block face of the neighbor to which the torch is attached, to the torch block's meta. */
inline static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_NeighborBlockFace)
{
switch (a_NeighborBlockFace)
{
case BLOCK_FACE_BOTTOM: ASSERT(!"Shouldn't be getting this face"); return 0;
case BLOCK_FACE_TOP: return E_META_TORCH_FLOOR;
case BLOCK_FACE_EAST: return E_META_TORCH_EAST;
case BLOCK_FACE_WEST: return E_META_TORCH_WEST;
case BLOCK_FACE_NORTH: return E_META_TORCH_NORTH;
case BLOCK_FACE_SOUTH: return E_META_TORCH_SOUTH;
case BLOCK_FACE_NONE:
{
ASSERT(!"Unhandled torch direction!");
break;
}
}
return 0x0;
}
/** Converts the torch block's meta to the block face of the neighbor to which the torch is attached. */
inline static eBlockFace MetaDataToBlockFace(NIBBLETYPE a_MetaData)
{
switch (a_MetaData)
{
case 0: return BLOCK_FACE_TOP; // By default, the torches stand on the ground
case E_META_TORCH_FLOOR: return BLOCK_FACE_TOP;
case E_META_TORCH_EAST: return BLOCK_FACE_EAST;
case E_META_TORCH_WEST: return BLOCK_FACE_WEST;
case E_META_TORCH_NORTH: return BLOCK_FACE_NORTH;
case E_META_TORCH_SOUTH: return BLOCK_FACE_SOUTH;
default:
{
ASSERT(!"Unhandled torch metadata");
break;
}
}
return BLOCK_FACE_TOP;
}
/** Returns true if the torch can be placed on the specified block's face. */
static bool CanBePlacedOn(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_BlockFace)
{
switch (a_BlockType)
{
case E_BLOCK_END_PORTAL_FRAME:
case E_BLOCK_SOULSAND:
{
// Exceptional vanilla behaviour
return true;
}
case E_BLOCK_GLASS:
case E_BLOCK_STAINED_GLASS:
case E_BLOCK_FENCE:
case E_BLOCK_NETHER_BRICK_FENCE:
case E_BLOCK_SPRUCE_FENCE:
case E_BLOCK_BIRCH_FENCE:
case E_BLOCK_JUNGLE_FENCE:
case E_BLOCK_DARK_OAK_FENCE:
case E_BLOCK_ACACIA_FENCE:
case E_BLOCK_COBBLESTONE_WALL:
{
// Torches can only be placed on top of these blocks
return (a_BlockFace == BLOCK_FACE_YP);
}
case E_BLOCK_STONE_SLAB:
case E_BLOCK_WOODEN_SLAB:
{
// Toches can be placed only on the top of top-half-slabs
return ((a_BlockFace == BLOCK_FACE_YP) && ((a_BlockMeta & 0x08) == 0x08));
}
case E_BLOCK_OAK_WOOD_STAIRS:
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_BRICK_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS:
case E_BLOCK_NETHER_BRICK_STAIRS:
case E_BLOCK_SANDSTONE_STAIRS:
case E_BLOCK_SPRUCE_WOOD_STAIRS:
case E_BLOCK_BIRCH_WOOD_STAIRS:
case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_QUARTZ_STAIRS:
case E_BLOCK_ACACIA_WOOD_STAIRS:
case E_BLOCK_DARK_OAK_WOOD_STAIRS:
case E_BLOCK_RED_SANDSTONE_STAIRS:
{
return (a_BlockFace == BLOCK_FACE_TOP) && (a_BlockMeta & E_BLOCK_STAIRS_UPSIDE_DOWN);
}
default:
{
if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
{
// Torches can be placed on all sides of full blocks except the bottom
return (a_BlockFace != BLOCK_FACE_YM);
}
return false;
}
}
}
/** Returns a suitable neighbor's blockface to place the torch at the specified pos
Returns BLOCK_FACE_NONE on failure */
static eBlockFace FindSuitableFace(cChunkInterface & a_ChunkInterface, const Vector3i a_TorchPos)
{
for (int i = BLOCK_FACE_YM; i <= BLOCK_FACE_XP; i++) // Loop through all faces
{
auto Face = static_cast<eBlockFace>(i);
auto NeighborPos = AddFaceDirection(a_TorchPos, Face, true);
BLOCKTYPE NeighborBlockType;
NIBBLETYPE NeighborBlockMeta;
a_ChunkInterface.GetBlockTypeMeta(NeighborPos, NeighborBlockType, NeighborBlockMeta);
if (CanBePlacedOn(NeighborBlockType, NeighborBlockMeta, Face))
{
return Face;
}
}
return BLOCK_FACE_NONE;
}
virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, const Vector3i a_RelPos, const cChunk & a_Chunk) override
{
auto Face = MetaDataToBlockFace(a_Chunk.GetMeta(a_RelPos));
auto NeighborRelPos = AddFaceDirection(a_RelPos, Face, true);
BLOCKTYPE NeighborBlockType;
NIBBLETYPE NeighborBlockMeta;
if (!a_Chunk.UnboundedRelGetBlock(NeighborRelPos, NeighborBlockType, NeighborBlockMeta))
{
// Neighbor in an unloaded chunk, bail out without changint this.
return false;
}
return CanBePlacedOn(NeighborBlockType, NeighborBlockMeta, Face);
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
UNUSED(a_Meta);
return 0;
}
} ;
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