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Pressure plate sounds and delay (#4643)

+ Added sounds on depress and release
+ Added correct delay times
This commit is contained in:
DrButcher 2020-04-14 00:23:43 +02:00 committed by GitHub
parent 43525c5df8
commit 35299b8509
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 141 additions and 7 deletions

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@ -3,6 +3,7 @@
#include "RedstoneHandler.h"
#include "../../BoundingBox.h"
#include "../../Entities/Pickup.h"
@ -27,7 +28,7 @@ public:
{
UNUSED(a_Meta);
unsigned int NumberOfEntities = 0;
int NumberOfEntities = 0;
bool FoundPlayer = false;
a_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), [&](cEntity & a_Entity)
{
@ -36,6 +37,11 @@ public:
FoundPlayer = true;
}
if (a_Entity.IsPickup())
{
NumberOfEntities += static_cast<cPickup &>(a_Entity).GetItem().m_ItemCount;
return false;
}
NumberOfEntities++;
return false;
}
@ -72,16 +78,103 @@ public:
UNUSED(a_PoweringData.PowerLevel);
// LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
if (Power != PreviousPower.PowerLevel)
const auto PreviousPower = ChunkData->GetCachedPowerData(a_Position);
auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); // Get the current power of the platey
const auto PlateUpdates = GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
auto DelayInfo = ChunkData->GetMechanismDelayInfo(a_Position);
// Resting state?
if (DelayInfo == nullptr)
{
a_World.SetBlockMeta(a_Position, (Power == 0) ? E_META_PRESSURE_PLATE_RAISED : E_META_PRESSURE_PLATE_DEPRESSED);
return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
if (Power == 0)
{
// Nothing happened, back to rest
return {};
}
// From rest, a player stepped on us
// Schedule a minimum 0.5 second delay before even thinking about releasing
ChunkData->m_MechanismDelays[a_Position] = std::make_pair(5, true);
auto soundToPlay = GetClickOnSound(a_BlockType);
a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.6f);
// Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
// Immediately depress plate
a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
return PlateUpdates;
}
return {};
// Not a resting state
int DelayTicks;
bool HasExitedMinimumOnDelayPhase;
std::tie(DelayTicks, HasExitedMinimumOnDelayPhase) = *DelayInfo;
// Are we waiting for the initial delay or subsequent release delay?
if (DelayTicks > 0)
{
// Nothing changes, if there is nothing on it anymore, because the state is locked.
if (Power == 0)
{
return {};
}
// Yes. Are we waiting to release, and found that the player stepped on it again?
if (!HasExitedMinimumOnDelayPhase)
{
// Reset delay
*DelayInfo = std::make_pair(0, true);
}
// Did the power level change and is still above zero?
if (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return PlateUpdates;
}
return {};
}
// Not waiting for anything. Has the initial delay elapsed?
if (HasExitedMinimumOnDelayPhase)
{
// Yep, initial delay elapsed. Has the player gotten off?
if (Power == 0)
{
// Yes. Go into subsequent release delay, for a further 0.5 seconds
*DelayInfo = std::make_pair(5, false);
return {};
}
// Did the power level change and is still above zero?
if (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return PlateUpdates;
}
// Yes, but player's still on the plate, do nothing
return {};
}
// Just got out of the subsequent release phase, reset everything and raise the plate
ChunkData->m_MechanismDelays.erase(a_Position);
auto soundToPlay = GetClickOffSound(a_BlockType);
a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.5f);
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
return PlateUpdates;
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
@ -92,4 +185,45 @@ public:
UNUSED(a_Meta);
return {};
}
private:
static AString GetClickOnSound(BLOCKTYPE a_BlockType)
{
// manage on-sound
switch (a_BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
return "block.wood_pressureplate.click_on";
case E_BLOCK_WOODEN_PRESSURE_PLATE:
return "block.wood_pressureplate.click_on";
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
return "block.metal_pressureplate.click_on";
default:
{
ASSERT(!"No on sound for this one!");
return "";
}
}
}
static AString GetClickOffSound(BLOCKTYPE a_BlockType)
{
// manage on-sound
switch (a_BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
return "block.wood_pressureplate.click_off";
case E_BLOCK_WOODEN_PRESSURE_PLATE:
return "block.wood_pressureplate.click_off";
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
return "block.metal_pressureplate.click_off";
default:
{
ASSERT(!"No off sound for this one!");
return "";
}
}
}
};