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#pragma once
#include "../../Chunk.h"
#include "../BlockSlab.h"
#include "../BlockStairs.h"
/** Mixin to ensure the block has a solid surface underneath. */
template <class Base>
class cSolidSurfaceUnderneath :
public Base
{
using Super = Base;
public:
using Super::Super;
constexpr cSolidSurfaceUnderneath(BLOCKTYPE a_BlockType):
Base(a_BlockType)
{
}
protected:
~cSolidSurfaceUnderneath() = default;
protected:
virtual bool CanBeAt(const cChunk & a_Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta) const override
{
if (!Super::CanBeAt(a_Chunk, a_Position, a_Meta))
{
return false;
}
const auto BelowPos = a_Position.addedY(-1);
if (!cChunkDef::IsValidHeight(BelowPos))
{
return false;
}
BLOCKTYPE BelowBlock;
NIBBLETYPE BelowBlockMeta;
a_Chunk.GetBlockTypeMeta(BelowPos, BelowBlock, BelowBlockMeta);
if (cBlockInfo::FullyOccupiesVoxel(BelowBlock))
{
return true;
}
// upside down slabs
if (cBlockSlabHandler::IsAnySlabType(BelowBlock))
{
return BelowBlockMeta & E_META_WOODEN_SLAB_UPSIDE_DOWN;
}
// upside down stairs
if (cBlockStairsHandler::IsAnyStairType(BelowBlock))
{
return BelowBlockMeta & E_BLOCK_STAIRS_UPSIDE_DOWN;
}
return false;
}
};
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