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path: root/src/Items/ItemBigFlower.h
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#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}}
		);
	}
};