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path: root/src/Blocks/BlockChest.h
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#pragma once

#include "../BlockEntities/ChestEntity.h"
#include "../BlockArea.h"
#include "../Entities/Player.h"
#include "Mixins.h"





class cBlockChestHandler :
	public cYawRotator<cContainerEntityHandler<cBlockEntityHandler>>
{
	using super = cYawRotator<cContainerEntityHandler<cBlockEntityHandler>>;

public:

	cBlockChestHandler(BLOCKTYPE a_BlockType):
		super(a_BlockType)
	{
	}





	virtual bool GetPlacementBlockTypeMeta(
		cChunkInterface & a_ChunkInterface, cPlayer & a_Player,
		int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
		int a_CursorX, int a_CursorY, int a_CursorZ,
		BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
	) override
	{
		// Is there a doublechest already next to this block?
		if (!CanBeAt(a_ChunkInterface, a_BlockX, a_BlockY, a_BlockZ))
		{
			// Yup, cannot form a triple-chest, refuse:
			return false;
		}

		// Try to read double-chest information:
		cBlockArea Area;
		if (!Area.Read(a_ChunkInterface, a_BlockX - 1, a_BlockX + 1, a_BlockY, a_BlockY, a_BlockZ - 1, a_BlockZ + 1))
		{
			return false;
		}

		// Get meta as if this was a single-chest:
		if (!super::GetPlacementBlockTypeMeta(a_ChunkInterface, a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, a_BlockType, a_BlockMeta))
		{
			return false;
		}

		// Check if this forms a doublechest, if so, need to adjust the meta:
		double yaw = a_Player.GetYaw();
		if (
			(Area.GetRelBlockType(0, 0, 1) == m_BlockType) ||
			(Area.GetRelBlockType(2, 0, 1) == m_BlockType)
		)
		{
			a_BlockMeta = ((yaw >= -90) && (yaw < 90)) ? 2 : 3;
			return true;
		}
		if (
			(Area.GetRelBlockType(1, 0, 0) == m_BlockType) ||
			(Area.GetRelBlockType(1, 0, 2) == m_BlockType)
		)
		{
			a_BlockMeta = (yaw < 0) ? 4 : 5;
			return true;
		}


		return true;
	}





	virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
	{
		int BlockX = a_RelX + a_Chunk.GetPosX() * cChunkDef::Width;
		int BlockZ = a_RelZ + a_Chunk.GetPosZ() * cChunkDef::Width;
		return CanBeAt(a_ChunkInterface, BlockX, a_RelY, BlockZ);
	}





	virtual bool CanBeAt(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		cBlockArea Area;
		if (!Area.Read(a_ChunkInterface, a_BlockX - 2, a_BlockX + 2, a_BlockY, a_BlockY, a_BlockZ - 2, a_BlockZ + 2))
		{
			// Cannot read the surroundings, probably at the edge of loaded chunks. Disallow.
			return false;
		}

		int NumChestNeighbors = 0;
		if (Area.GetRelBlockType(1, 0, 2) == m_BlockType)
		{
			if (
				(Area.GetRelBlockType(0, 0, 2) == m_BlockType) ||
				(Area.GetRelBlockType(1, 0, 1) == m_BlockType) ||
				(Area.GetRelBlockType(1, 0, 3) == m_BlockType)
			)
			{
				// Already a doublechest neighbor, disallow:
				return false;
			}
			NumChestNeighbors += 1;
		}
		if (Area.GetRelBlockType(3, 0, 2) == m_BlockType)
		{
			if (
				(Area.GetRelBlockType(4, 0, 2) == m_BlockType) ||
				(Area.GetRelBlockType(3, 0, 1) == m_BlockType) ||
				(Area.GetRelBlockType(3, 0, 3) == m_BlockType)
			)
			{
				// Already a doublechest neighbor, disallow:
				return false;
			}
			NumChestNeighbors += 1;
		}
		if (Area.GetRelBlockType(2, 0, 1) == m_BlockType)
		{
			if (
				(Area.GetRelBlockType(2, 0, 0) == m_BlockType) ||
				(Area.GetRelBlockType(1, 0, 1) == m_BlockType) ||
				(Area.GetRelBlockType(3, 0, 1) == m_BlockType)
			)
			{
				// Already a doublechest neighbor, disallow:
				return false;
			}
			NumChestNeighbors += 1;
		}
		if (Area.GetRelBlockType(2, 0, 3) == m_BlockType)
		{
			if (
				(Area.GetRelBlockType(2, 0, 4) == m_BlockType) ||
				(Area.GetRelBlockType(1, 0, 3) == m_BlockType) ||
				(Area.GetRelBlockType(3, 0, 3) == m_BlockType)
			)
			{
				// Already a doublechest neighbor, disallow:
				return false;
			}
			NumChestNeighbors += 1;
		}
		return (NumChestNeighbors < 2);
	}





	/** Translates player yaw when placing a chest into the chest block metadata. Valid for single chests only */
	static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
	{
		a_Yaw += 90 + 45;  // So its not aligned with axis

		if (a_Yaw > 360.f)
		{
			a_Yaw -= 360.f;
		}
		if ((a_Yaw >= 0.f) && (a_Yaw < 90.f))
		{
			return 0x04;
		}
		else if ((a_Yaw >= 180) && (a_Yaw < 270))
		{
			return 0x05;
		}
		else if ((a_Yaw >= 90) && (a_Yaw < 180))
		{
			return 0x02;
		}
		else
		{
			return 0x03;
		}
	}





	/** If there's a chest in the a_Area in the specified coords, modifies its meta to a_NewMeta and returns true. */
	bool CheckAndAdjustNeighbor(cChunkInterface & a_ChunkInterface, const cBlockArea & a_Area, int a_RelX, int a_RelZ, NIBBLETYPE a_NewMeta)
	{
		if (a_Area.GetRelBlockType(a_RelX, 0, a_RelZ) != m_BlockType)
		{
			return false;
		}
		a_ChunkInterface.SetBlockMeta(a_Area.GetOriginX() + a_RelX, a_Area.GetOriginY(), a_Area.GetOriginZ() + a_RelZ, a_NewMeta);
		return true;
	}





	virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
	{
		UNUSED(a_Meta);
		return 13;
	}
} ;