
#pragma once





namespace RedstoneBlockHandler
{
	inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
	{
		UNUSED(a_Chunk);
		UNUSED(a_Position);
		UNUSED(a_BlockType);
		UNUSED(a_QueryPosition);
		UNUSED(IsLinked);
		return IsLinked ? 0 : 15;
	}

	inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
	{
		// LOGD("Evaluating crimson the redstone block (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
	}

	inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
	{
		UNUSED(a_Chunk);
		UNUSED(a_Position);
		UNUSED(a_BlockType);
		UNUSED(a_Meta);
		UNUSED(Callback);
	}
};
