#pragma once #include "../../Blocks/BlockDoor.h" namespace DoorHandler { // "Doormammu, I've come to bargain" static 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(a_QueryBlockType); UNUSED(IsLinked); return 0; } static void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback) { UNUSED(a_Chunk); UNUSED(a_BlockType); UNUSED(a_Meta); InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents); } static void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PowerLevel Power) { // LOGD("Evaluating dori the door (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); NIBBLETYPE TopMeta; const bool IsTop = (a_Meta & 0x8) == 0x8; const auto TopPosition = IsTop ? a_Position : a_Position.addedY(1); // Figure out the metadata of the top half, which stores the previous redstone power state: if (IsTop) { TopMeta = a_Meta; } else { if (TopPosition.y == cChunkDef::Height) { return; } BLOCKTYPE AboveType; a_Chunk.GetBlockTypeMeta(TopPosition, AboveType, TopMeta); if (!cBlockDoorHandler::IsDoorBlockType(AboveType)) { return; } } const auto OppositeHalfPosition = a_Position + (IsTop ? OffsetYM : OffsetYP); ForEachSourceCallback Callback(a_Chunk, OppositeHalfPosition, a_BlockType); ForValidSourcePositions(a_Chunk, OppositeHalfPosition, a_BlockType, a_Meta, Callback); // Factor in what the other half is getting: Power = std::max(Power, Callback.Power); const bool ShouldBeOpen = Power != 0; const bool PreviouslyPowered = (TopMeta & 0x2) == 0x2; // Allow players to override redstone control // don't update if redstone power hasn't changed since we last saw it: if (ShouldBeOpen == PreviouslyPowered) { return; } // Update the previous redstone power: if (ShouldBeOpen) { a_Chunk.SetMeta(TopPosition, TopMeta | 0x2); } else { a_Chunk.SetMeta(TopPosition, TopMeta & ~0x2); } cChunkInterface ChunkInterface(a_Chunk.GetWorld()->GetChunkMap()); const auto AbsolutePosition = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos()); // Toggle the door, if it needs to be changed: if (ShouldBeOpen != cBlockDoorHandler::IsOpen(ChunkInterface, AbsolutePosition)) { cBlockDoorHandler::SetOpen(ChunkInterface, AbsolutePosition, ShouldBeOpen); a_Chunk.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, AbsolutePosition, 0); } } };