#pragma once #include "../../BlockEntities/ChestEntity.h" namespace TrappedChestHandler { static PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) { UNUSED(a_BlockType); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); UNUSED(IsLinked); return DataForChunk(a_Chunk).GetCachedPowerData(a_Position); } static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position) { int NumberOfPlayers = 0; a_Chunk.DoWithBlockEntityAt(a_Position, [&NumberOfPlayers](cBlockEntity & a_BlockEntity) { ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_TRAPPED_CHEST); NumberOfPlayers = static_cast(a_BlockEntity).GetNumberOfPlayers(); return false; }); return static_cast(std::min(NumberOfPlayers, 15)); } static void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power) { // LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position); const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PowerLevel); if (PowerLevel != PreviousPower) { UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); } } static 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); } };