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-rw-r--r--src/Entities/Player.cpp41
1 files changed, 30 insertions, 11 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index a8abb1d..da96d56 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -24,17 +24,7 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera,
 
     update_camera_position(camera);
 
-    if (window.mouse(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS)) {
-        auto look_transform = camera_transform();
-        auto look_direction = -look_transform.forward(); // Why does this need to be inverted?
-        auto block = world.traverse(
-            Ray{look_transform.position(), look_direction},
-            4.0,
-            [](auto b) { return b.type.is_solid(); }
-        );
-
-        if (block != Position::BlockWorld{}) world.break_block(block);
-    }
+    actions(window, world);
 }
 
 void Player::move(Position::WorldOffset by) {
@@ -105,6 +95,35 @@ Vec3 Player::flying_velocity(GFX::Window& window, const Time& time, Vec3 input_d
     return direction * (base_move_speed + boost) * time.delta();
 }
 
+void Player::actions(GFX::Window& window, World::World& world) {
+    auto constexpr max_block_reach = 4.0;
+
+    auto left_click = window.mouse(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
+    auto right_click = window.mouse(GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
+    if (left_click || right_click) {
+        auto const look_transform = camera_transform();
+        Ray const ray{look_transform.position(), -look_transform.forward()};
+        auto const traversal = world.traverse(
+            ray,
+            [](auto b) { return b.type.is_solid(); },
+            max_block_reach
+        );
+
+        if (traversal.hit) {
+            if (left_click) {
+                world.break_block(traversal.block);
+            } else {
+                auto const new_block = Position::BlockWorld(traversal.block + traversal.normal);
+                auto const current_box = bounding_box_for_position(m_transform.position());
+                auto const block_box = World::Chunk::block_bounds(new_block);
+
+                if (!current_box.collides(block_box)) // Don't place blocks inside the player.
+                    world.set_block(new_block, World::BlockType::Stone);
+            }
+        }
+    }
+}
+
 #define STUCK_THRESHOLD 100
 
 Player::ProcessCollisionsResult Player::process_collisions(World::World& world, Position::World from, Position::World to) {