refactor: extract method placeBlock and move some code from PlayerController to BlocksController
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@@ -196,15 +196,6 @@ PlayerController::PlayerController(
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blocksController(blocksController)
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{}
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void PlayerController::onBlockInteraction(
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glm::ivec3 pos,
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const Block* def,
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BlockInteraction type
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) {
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for (const auto& callback : blockInteractionCallbacks) {
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callback(player.get(), pos, def, type);
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}
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}
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void PlayerController::onFootstep(const Hitbox& hitbox) {
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auto pos = hitbox.position;
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@@ -220,7 +211,8 @@ void PlayerController::onFootstep(const Hitbox& hitbox) {
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auto def = level->content->getIndices()->blocks.get(vox->id);
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if (!def->obstacle)
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continue;
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onBlockInteraction(
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blocksController->onBlockInteraction(
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player.get(),
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glm::ivec3(x, y, z), def,
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BlockInteraction::step
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);
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@@ -402,7 +394,6 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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const auto& selection = player->selection;
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auto chunks = level->chunks.get();
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auto camera = player->camera.get();
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auto lighting = level->lighting.get();
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blockstate state {};
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state.rotation = determine_rotation(def, selection.normal, camera->dir);
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@@ -440,13 +431,8 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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}
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}
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if (chosenBlock != vox->id && chosenBlock) {
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onBlockInteraction(coord, def, BlockInteraction::placing);
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chunks->set(coord.x, coord.y, coord.z, chosenBlock, state);
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lighting->onBlockSet(coord.x, coord.y, coord.z, chosenBlock);
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if (def->rt.funcsset.onplaced) {
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scripting::on_block_placed(player.get(), def, coord.x, coord.y, coord.z);
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}
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blocksController->updateSides(coord.x, coord.y, coord.z);
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blocksController->placeBlock(
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player.get(), def, state, coord.x, coord.y, coord.z);
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}
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}
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@@ -480,10 +466,6 @@ void PlayerController::updateInteraction() {
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}
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auto target = indices->blocks.get(vox->id);
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if (lclick && target->breakable){
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onBlockInteraction(
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iend, target,
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BlockInteraction::destruction
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);
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blocksController->breakBlock(player.get(), target, iend.x, iend.y, iend.z);
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}
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if (rclick && !input.shift) {
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@@ -512,7 +494,3 @@ void PlayerController::updateInteraction() {
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Player* PlayerController::getPlayer() {
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return player.get();
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}
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void PlayerController::listenBlockInteraction(const on_block_interaction& callback) {
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blockInteractionCallbacks.push_back(callback);
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}
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