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#pragma once
#include "BlockHandler.h"
#include "../World.h"
class cBlockIceHandler :
public cBlockHandler
{
public:
cBlockIceHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
{
// No pickups
}
virtual void OnDestroyedByPlayer(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
if (a_Player->IsGameModeCreative() || (a_BlockY <= 0))
{
return;
}
cEnchantments Enchantments = a_Player->GetInventory().GetEquippedItem().m_Enchantments;
if (Enchantments.GetLevel(cEnchantments::enchSilkTouch) == 0)
{
BLOCKTYPE BlockBelow = a_ChunkInterface.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
if (!cBlockInfo::FullyOccupiesVoxel(BlockBelow) && !IsBlockLiquid(BlockBelow))
{
return;
}
a_ChunkInterface.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WATER, 0);
// This is called later than the real destroying of this ice block
}
}
} ;
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