#pragma once #include "RedstoneHandler.h" #include "BlockEntities/ChestEntity.h" class cTrappedChestHandler : 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_BlockType); UNUSED(a_Meta); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); return static_cast(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel; } virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override { UNUSED(a_BlockType); UNUSED(a_Meta); int NumberOfPlayers = 0; VERIFY(!a_World.DoWithChestAt(a_Position.x, a_Position.y, a_Position.z, [&](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 cVector3iArray Update(cWorld & a_World, 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); auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); auto PreviousPower = static_cast(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power)); if (Power != PreviousPower.PowerLevel) { return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() })); } return {}; } virtual cVector3iArray GetValidSourcePositions(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 {}; } };