#pragma once
#include "ItemHandler.h"
#include "Blocks/BlockBed.h"
#include "BlockEntities/BedEntity.h"
class cItemBedHandler final : public cItemHandler
{
using Super = cItemHandler;
public:
using Super::Super;
virtual bool CommitPlacement(
cPlayer & a_Player,
const cItem & a_HeldItem,
const Vector3i a_PlacePosition,
const eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPosition
) const override
{
const auto BlockMeta = cBlockBedHandler::YawToMetaData(a_Player.GetYaw());
const auto HeadPosition = a_PlacePosition + cBlockBedHandler::MetaDataToDirection(BlockMeta);
auto & World = *a_Player.GetWorld();
BLOCKTYPE HeadType;
NIBBLETYPE HeadMeta;
World.GetBlockTypeMeta(HeadPosition, HeadType, HeadMeta);
// Vanilla only allows beds to be placed into air.
// Check if there is empty space for the "head" block:
if (!cBlockHandler::For(HeadType)
.DoesIgnoreBuildCollision(World, a_HeldItem, HeadPosition, HeadMeta, a_ClickedBlockFace, false))
{
return false;
}
// The "foot", and the "head" block:
if (!a_Player.PlaceBlocks(
{{a_PlacePosition, E_BLOCK_BED, BlockMeta},
{HeadPosition, E_BLOCK_BED, static_cast<NIBBLETYPE>(BlockMeta | 0x08)}}
))
{
return false;
}
auto SetColor = [&a_HeldItem](cBlockEntity & a_BlockEntity)
{
ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_BED);
static_cast<cBedEntity &>(a_BlockEntity).SetColor(a_HeldItem.m_ItemDamage);
return false;
};
World.DoWithBlockEntityAt(a_PlacePosition, SetColor);
World.DoWithBlockEntityAt(HeadPosition, SetColor);
return true;
}
virtual bool IsPlaceable(void) const override { return true; }
};