#pragma once #include "RedstoneHandler.h" #include "../../BlockEntities/ChestEntity.h" class cTrappedChestHandler final : public cRedstoneHandler { virtual unsigned char GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) const override { UNUSED(a_BlockType); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); UNUSED(IsLinked); return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel; } static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position) { int NumberOfPlayers = 0; VERIFY( !a_Chunk.DoWithChestAt(a_Position, [&](cChestEntity & a_Chest) { ASSERT(a_Chest.GetBlockType() == E_BLOCK_TRAPPED_CHEST); NumberOfPlayers = a_Chest.GetNumberOfPlayers(); return true; }) ); return static_cast(std::min(NumberOfPlayers, 15)); } virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override { // LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); const auto Power = GetPowerLevel(a_Chunk, a_Position); const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power)); if (Power != PreviousPower.PowerLevel) { UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); } } virtual void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override { UNUSED(a_Chunk); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); UNUSED(Callback); } };