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path: root/src/Items/ItemBed.h
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#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; }
};