#pragma once #include "RedstoneHandler.h" #include "Blocks/BlockPiston.h" class cPistonHandler : public cRedstoneHandler { typedef cRedstoneHandler super; public: virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override { UNUSED(a_World); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); return 0; } virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override { UNUSED(a_World); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); return 0; } virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override { // LOGD("Evaluating pisty the piston (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); bool ShouldBeExtended = (a_PoweringData.PowerLevel != 0); if (ShouldBeExtended == cBlockPistonHandler::IsExtended(a_Meta)) { return {}; } if (ShouldBeExtended) { cBlockPistonHandler::ExtendPiston(a_Position, a_World); } else { cBlockPistonHandler::RetractPiston(a_Position, a_World); } // It is necessary to delay after a signal to prevent an infinite loop (#3168) // However, that is present as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp return {}; } virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override { UNUSED(a_World); UNUSED(a_BlockType); auto PositionsOffset = GetRelativeAdjacents(); auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta); int OffsetX = 0, OffsetY = 0, OffsetZ = 0; AddFaceDirection(OffsetX, OffsetY, OffsetZ, Face); PositionsOffset.erase(std::remove(PositionsOffset.begin(), PositionsOffset.end(), Vector3i(OffsetX, OffsetY, OffsetZ)), PositionsOffset.end()); return GetAdjustedRelatives(a_Position, PositionsOffset); } };