9b97d63f8f
* Alpha-sort cChestEntity * Chests: use SendUpdateBlockEntity * Pathfinder: fix out of range Y * 1.13: correct weather packet ID * Chests: fix neighbour scanner + Add OnAddToWorld and overload to scan neighbours there, instead of in the constructor/OnUse. This fixes hoppers accessing newly loaded double chests and seeing a null m_Neighbour, thus thinking its a single chest. * Fix typo in cross coords computation. * Simplify hopper logic. * Block entities: ASSERT that type is correct If you match the block type first before calling DoWithBlockEntity, the corresponding block entity must either be empty or correspond to the block type. * Chunk: fix some forgotten PendingSendBE cleanup + Add cleanup in SetAllData, WriteBlockArea - Remove RemoveBlockEntity (used once), HasBlockEntity (not used) * Replace MakeIndex with MakeIndexNoCheck * Remove extraneous MarkDirty in hopper & chests
58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
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#pragma once
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#include "../../BlockEntities/ChestEntity.h"
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namespace TrappedChestHandler
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{
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static PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
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{
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UNUSED(a_BlockType);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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UNUSED(IsLinked);
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return DataForChunk(a_Chunk).GetCachedPowerData(a_Position);
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}
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static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position)
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{
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int NumberOfPlayers = 0;
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a_Chunk.DoWithBlockEntityAt(a_Position, [&NumberOfPlayers](cBlockEntity & a_BlockEntity)
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{
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ASSERT(a_BlockEntity.GetBlockType() == E_BLOCK_TRAPPED_CHEST);
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NumberOfPlayers = static_cast<cChestEntity &>(a_BlockEntity).GetNumberOfPlayers();
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return false;
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});
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return static_cast<unsigned char>(std::min(NumberOfPlayers, 15));
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}
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static void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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{
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// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position);
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const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PowerLevel);
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if (PowerLevel != PreviousPower)
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{
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UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
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}
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}
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static void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
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{
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UNUSED(a_Chunk);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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UNUSED(Callback);
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}
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};
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