#pragma once #include "BlockHandler.h" #include "ChunkInterface.h" #include "../BlockInfo.h" #include "../Items/ItemHandler.h" class cBlockBigFlowerHandler final : public cBlockHandler { using Super = cBlockHandler; public: using Super::Super; private: virtual bool DoesIgnoreBuildCollision(const cWorld & a_World, const cItem & a_HeldItem, const Vector3i a_Position, NIBBLETYPE a_Meta, const eBlockFace a_ClickedBlockFace, const bool a_ClickedDirectly) const override { if (IsMetaTopPart(a_Meta)) { BLOCKTYPE BottomType; const auto BottomPosition = a_Position.addedY(-1); if ( !cChunkDef::IsValidHeight(BottomPosition) || !a_World.GetBlockTypeMeta(BottomPosition, BottomType, a_Meta) || (BottomType != E_BLOCK_BIG_FLOWER) ) { // Can't find the flower meta so assume grass return true; } } NIBBLETYPE FlowerMeta = a_Meta & 0x07; return ( (FlowerMeta == E_META_BIG_FLOWER_DOUBLE_TALL_GRASS) || (FlowerMeta == E_META_BIG_FLOWER_LARGE_FERN) ); } virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const a_Tool) const override { if (IsMetaTopPart(a_BlockMeta)) { return {}; } // With shears, drop self (even tall grass and fern): if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS)) { // Bit 0x08 specifies whether this is a top part or bottom; cut it off from the pickup: return cItem(m_BlockType, 1, a_BlockMeta & 0x07); } // Tall grass drops seeds, large fern drops nothing, others drop self: auto flowerType = a_BlockMeta & 0x07; if (flowerType == E_META_BIG_FLOWER_DOUBLE_TALL_GRASS) { // Drop seeds, depending on bernoulli trial result: if (GetRandomProvider().RandBool(0.875)) { // 87.5% chance of dropping nothing: return {}; } // 12.5% chance of dropping some seeds. const auto DropNum = FortuneDiscreteRandom(1, 1, 2 * ToolFortuneLevel(a_Tool)); return cItem(E_ITEM_SEEDS, DropNum); } else if (flowerType != E_META_BIG_FLOWER_LARGE_FERN) { return cItem(m_BlockType, 1, static_cast(flowerType)); } return {}; } static bool IsMetaTopPart(NIBBLETYPE a_Meta) { return ((a_Meta & 0x08) != 0); } virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override { // CanBeAt is also called on placement, so the top part can't check for the bottom part. // Both parts can only that they're rooted in grass. const auto RootPosition = a_Position.addedY(IsMetaTopPart(a_Meta) ? -2 : -1); return cChunkDef::IsValidHeight(RootPosition) && IsBlockTypeOfDirt(a_Chunk.GetBlock(RootPosition)); } virtual void OnBroken( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, const Vector3i a_BlockPos, BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta, const cEntity * a_Digger ) const override { if (IsMetaTopPart(a_OldBlockMeta)) { const auto LowerPart = a_BlockPos.addedY(-1); if (a_ChunkInterface.GetBlock(LowerPart) == a_OldBlockType) { // Prevent creative punches from dropping pickups. // TODO: Simplify to SetBlock and remove the IsMetaTopPart check in DropBlockAsPickups when 1.13 blockstates arrive. if ((a_Digger != nullptr) && a_Digger->IsPlayer() && static_cast(a_Digger)->IsGameModeCreative()) { a_ChunkInterface.SetBlock(LowerPart, E_BLOCK_AIR, 0); } else { a_ChunkInterface.DropBlockAsPickups(LowerPart); } } } else { const auto UpperPart = a_BlockPos.addedY(1); if (a_ChunkInterface.GetBlock(UpperPart) == a_OldBlockType) { a_ChunkInterface.SetBlock(UpperPart, E_BLOCK_AIR, 0); } } } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 7; } } ;