#pragma once #include "../../Blocks/BlockPiston.h" namespace PistonHandler { 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, const PowerLevel Power) { // LOGD("Evaluating pisty the piston (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); const bool ShouldBeExtended = Power != 0; if (ShouldBeExtended == cBlockPistonHandler::IsExtended(a_Meta)) { return; } a_Position = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos()); if (ShouldBeExtended) { cBlockPistonHandler::ExtendPiston(a_Position, *a_Chunk.GetWorld()); } else { cBlockPistonHandler::RetractPiston(a_Position, *a_Chunk.GetWorld()); } // It is necessary to delay after a signal to prevent an infinite loop (#3168) // However, this delay is already present: as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp } inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback) { UNUSED(a_Chunk); UNUSED(a_BlockType); const auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta); const auto FrontOffset = AddFaceDirection(Vector3i(), Face); for (const auto Offset : RelativeAdjacents) { if (Offset != FrontOffset) { Callback(a_Position + Offset); } } } };