#pragma once #include "../../BoundingBox.h" #include "../../Entities/Pickup.h" namespace PressurePlateHandler { inline unsigned char GetPowerLevel(const cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType) { unsigned NumberOfEntities = 0; bool FoundPlayer = false; Chunk.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + Position, 0.5, 0.5), [&](cEntity & Entity) { if (Entity.IsPlayer()) { FoundPlayer = true; } if (Entity.IsPickup()) { NumberOfEntities += static_cast(Entity).GetItem().m_ItemCount; return false; } NumberOfEntities++; return false; }); switch (BlockType) { case E_BLOCK_STONE_PRESSURE_PLATE: { return (FoundPlayer ? 15 : 0); } case E_BLOCK_WOODEN_PRESSURE_PLATE: { return (NumberOfEntities != 0 ? 15 : 0); } case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: { return std::min(static_cast(CeilC(NumberOfEntities / 10.f)), static_cast(15)); } case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: { return std::min(static_cast(NumberOfEntities), static_cast(15)); } default: { ASSERT(!"Unhandled/unimplemented block in pressure plate handler!"); return 0; } } } inline const char * GetClickOnSound(BLOCKTYPE a_BlockType) { // manage on-sound switch (a_BlockType) { case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_on"; case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_on"; case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_on"; default: { ASSERT(!"No on sound for this one!"); return ""; } } } inline const char * GetClickOffSound(BLOCKTYPE a_BlockType) { // manage off-sound switch (a_BlockType) { case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_off"; case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_off"; case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_off"; default: { ASSERT(!"No off sound for this one!"); return ""; } } } inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) { UNUSED(a_BlockType); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); // Plates only link power blocks below // Retrieve and return the cached power calculated by Update for performance: return (IsLinked && (a_QueryPosition != (a_Position + OffsetYM))) ? 0 : DataForChunk(a_Chunk).GetCachedPowerData(a_Position); } inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power) { // LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); auto & ChunkData = DataForChunk(a_Chunk); const auto PreviousPower = ChunkData.GetCachedPowerData(a_Position); const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos()); const auto PowerLevel = GetPowerLevel(a_Chunk, Absolute, a_BlockType); // Get the current power of the platey const auto DelayInfo = ChunkData.GetMechanismDelayInfo(a_Position); // Resting state? if (DelayInfo == nullptr) { if (PowerLevel == 0) { // Nothing happened, back to rest return; } // From rest, a player stepped on us // Schedule a minimum 0.5 second delay before even thinking about releasing ChunkData.m_MechanismDelays[a_Position] = std::make_pair(5, true); a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOnSound(a_BlockType), Absolute, 0.5f, 0.6f); // Update power ChunkData.SetCachedPowerData(a_Position, PowerLevel); // Immediately depress plate a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED); UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); return; } // Not a resting state int DelayTicks; bool HasExitedMinimumOnDelayPhase; std::tie(DelayTicks, HasExitedMinimumOnDelayPhase) = *DelayInfo; // Are we waiting for the initial delay or subsequent release delay? if (DelayTicks > 0) { // Nothing changes, if there is nothing on it anymore, because the state is locked. if (PowerLevel == 0) { return; } // Yes. Are we waiting to release, and found that the player stepped on it again? if (!HasExitedMinimumOnDelayPhase) { // Reset delay *DelayInfo = std::make_pair(0, true); } // Did the power level change and is still above zero? if (PowerLevel != PreviousPower) { // Yes. Update power ChunkData.SetCachedPowerData(a_Position, PowerLevel); UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); } return; } // Not waiting for anything. Has the initial delay elapsed? if (HasExitedMinimumOnDelayPhase) { // Yep, initial delay elapsed. Has the player gotten off? if (PowerLevel == 0) { // Yes. Go into subsequent release delay, for a further 0.5 seconds *DelayInfo = std::make_pair(5, false); return; } // Did the power level change and is still above zero? if (PowerLevel != PreviousPower) { // Yes. Update power ChunkData.SetCachedPowerData(a_Position, PowerLevel); UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); } // Yes, but player's still on the plate, do nothing return; } // Just got out of the subsequent release phase, reset everything and raise the plate ChunkData.m_MechanismDelays.erase(a_Position); a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOffSound(a_BlockType), Absolute, 0.5f, 0.5f); ChunkData.SetCachedPowerData(a_Position, PowerLevel); a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_RAISED); UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); } inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback) { UNUSED(a_Chunk); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); UNUSED(Callback); } };