d8c8d0124d
* We no longer need to track the powering block with the removal of SolidBlockHandler. PowerLevel is now just an unsigned char
48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
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#pragma once
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namespace RedstoneLampHandler
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{
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inline bool IsOn(BLOCKTYPE a_BlockType)
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{
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return (a_BlockType == E_BLOCK_REDSTONE_LAMP_ON);
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}
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inline 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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return 0;
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}
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inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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{
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// LOGD("Evaluating lamp (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);
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if (Power > 0)
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{
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if (!IsOn(a_BlockType))
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{
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a_Chunk.FastSetBlock(a_Position, E_BLOCK_REDSTONE_LAMP_ON, 0);
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}
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}
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else
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{
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if (IsOn(a_BlockType))
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{
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a_Chunk.FastSetBlock(a_Position, E_BLOCK_REDSTONE_LAMP_OFF, 0);
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}
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}
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}
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inline 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_Meta);
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UNUSED(a_BlockType);
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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}
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};
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