#pragma once #include "RedstoneHandler.h" #include "../../Blocks/BlockObserver.h" class cObserverHandler : public cRedstoneHandler { public: inline static bool IsOn(NIBBLETYPE a_Meta) { return (a_Meta & 0x8) == 0x8; } static bool ShouldPowerOn(cWorld & a_World, const Vector3i a_Position, NIBBLETYPE a_Meta, cIncrementalRedstoneSimulatorChunkData * a_Data) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_World.GetBlockTypeMeta(a_Position + cBlockObserverHandler::GetObservingFaceOffset(a_Meta), BlockType, BlockMeta)) { return false; } // Cache the last seen block type and meta in the power data for this position auto Observed = PoweringData(BlockType, BlockMeta); auto Previous = a_Data->ExchangeUpdateOncePowerData(a_Position, Observed); // Determine if to signal an update based on the block previously observed changed return (Previous.PoweringBlock != Observed.PoweringBlock) || (Previous.PowerLevel != Observed.PowerLevel); } virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override { if (IsOn(a_Meta) && (a_QueryPosition == (a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta)))) { return 15; } return 0; } virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override { return IsOn(a_BlockType) ? 15 : 0; } virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override { // LOGD("Evaluating Lenny the observer (%i %i %i)", a_Position.x, a_Position.y, a_Position.z); auto Data = static_cast(a_World.GetRedstoneSimulator())->GetChunkData(); auto DelayInfo = Data->GetMechanismDelayInfo(a_Position); if (DelayInfo == nullptr) { if (!ShouldPowerOn(a_World, a_Position, a_Meta, Data)) { return {}; } // From rest, we've determined there was a block update // Schedule power-on 1 tick in the future Data->m_MechanismDelays[a_Position] = std::make_pair(1, true); return {}; } int DelayTicks; bool ShouldPowerOn; std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo; if (DelayTicks != 0) { return {}; } if (ShouldPowerOn) { // Remain on for 1 tick before resetting *DelayInfo = std::make_pair(1, false); a_World.SetBlockMeta(a_Position.x, a_Position.y, a_Position.z, a_Meta | 0x8, a_Meta); } else { // We've reset. Erase delay data in preparation for detecting further updates Data->m_MechanismDelays.erase(a_Position); a_World.SetBlockMeta(a_Position.x, a_Position.y, a_Position.z, a_Meta & ~0x8, a_Meta); } return { a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta) }; } 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_BlockType); return {}; } };