#pragma once #include "Tile.h" #include "Material.h" #include "../Util/Definitions.h" class Random; class Level; class ChunkRebuildData; class CactusTile : public Tile { friend class Tile; friend class ChunkRebuildData; private: Icon* iconTop; Icon* iconBottom; protected: CactusTile(int id); public: virtual void tick(Level* level, int x, int y, int z, Random* random); virtual std::optional getAABB(Level* level, int x, int y, int z); virtual AABB getTileAABB(Level* level, int x, int y, int z); virtual Icon* getTexture(int face, int data); virtual bool isCubeShaped(); virtual bool isSolidRender(bool isServerLevel = false); virtual int getRenderShape(); virtual bool mayPlace(Level* level, int x, int y, int z); virtual void neighborChanged(Level* level, int x, int y, int z, int type); virtual bool canSurvive(Level* level, int x, int y, int z); virtual void entityInside(Level* level, int x, int y, int z, std::shared_ptr entity); //@Override void registerIcons(IconRegister* iconRegister); // 4J Added so we can check before we try to add a tile to the tick list if // it's actually going to do seomthing virtual bool shouldTileTick(Level* level, int x, int y, int z); };