#pragma once #include "../../Blocks/BlockDoor.h" namespace DoorHandler { // "Doormammu, I've come to bargain" inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) { UNUSED(a_Chunk); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); UNUSED(IsLinked); return 0; } inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PowerLevel Power) { // LOGD("Evaluating dori the door (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); if ((a_Meta & 0x8) == 0x8) { // We're treating the bottom half as the source of truth, so ignore updates to the top: return; } const auto TopPosition = a_Position + OffsetYP; ForEachSourceCallback Callback(a_Chunk, TopPosition, a_BlockType); RedstoneHandler::ForValidSourcePositions(a_Chunk, TopPosition, a_BlockType, a_Meta, Callback); // Factor in what the upper half is getting: Power = std::max(Power, Callback.Power); cChunkInterface ChunkInterface(a_Chunk.GetWorld()->GetChunkMap()); // Use redstone data rather than block state so players can override redstone control const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power); const bool IsOpen = (Previous != 0); const bool ShouldBeOpen = Power != 0; const auto AbsolutePosition = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos()); if (ShouldBeOpen != IsOpen) { cBlockDoorHandler::SetOpen(ChunkInterface, AbsolutePosition, ShouldBeOpen); a_Chunk.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, AbsolutePosition, 0); } } inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback) { UNUSED(a_Chunk); UNUSED(a_BlockType); UNUSED(a_Meta); InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents); } };