#pragma once
#include "ItemHandler.h"
#include "../BlockInfo.h"
class cItemBigFlowerHandler 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
{
// Needs at least two free blocks to build in:
if (a_PlacePosition.y >= (cChunkDef::Height - 1))
{
return false;
}
const auto & World = *a_Player.GetWorld();
const auto TopPos = a_PlacePosition.addedY(1);
BLOCKTYPE TopType;
NIBBLETYPE TopMeta;
World.GetBlockTypeMeta(TopPos, TopType, TopMeta);
if (!cBlockHandler::For(TopType)
.DoesIgnoreBuildCollision(World, a_HeldItem, TopPos, TopMeta, a_ClickedBlockFace, false))
{
return false;
}
return a_Player.PlaceBlocks(
{{a_PlacePosition, E_BLOCK_BIG_FLOWER, static_cast<NIBBLETYPE>(a_HeldItem.m_ItemDamage & 0x07)},
{TopPos, E_BLOCK_BIG_FLOWER, E_META_BIG_FLOWER_TOP}}
);
}
};