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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/DoorHandler.h

99 lines
2.7 KiB
C++

#pragma once
#include "../../Blocks/BlockDoor.h"
namespace DoorHandler
{
// "Doormammu, I've come to bargain"
static 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;
}
static 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);
}
static 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);
NIBBLETYPE TopMeta;
const bool IsTop = (a_Meta & 0x8) == 0x8;
const auto TopPosition = IsTop ? a_Position : a_Position.addedY(1);
// Figure out the metadata of the top half, which stores the previous redstone power state:
if (IsTop)
{
TopMeta = a_Meta;
}
else
{
if (TopPosition.y == cChunkDef::Height)
{
return;
}
BLOCKTYPE AboveType;
a_Chunk.GetBlockTypeMeta(TopPosition, AboveType, TopMeta);
if (!cBlockDoorHandler::IsDoorBlockType(AboveType))
{
return;
}
}
const auto OppositeHalfPosition = a_Position + (IsTop ? OffsetYM : OffsetYP);
ForEachSourceCallback Callback(a_Chunk, OppositeHalfPosition, a_BlockType);
ForValidSourcePositions(a_Chunk, OppositeHalfPosition, a_BlockType, a_Meta, Callback);
// Factor in what the other half is getting:
Power = std::max(Power, Callback.Power);
const bool ShouldBeOpen = Power != 0;
const bool PreviouslyPowered = (TopMeta & 0x2) == 0x2;
// Allow players to override redstone control
// don't update if redstone power hasn't changed since we last saw it:
if (ShouldBeOpen == PreviouslyPowered)
{
return;
}
// Update the previous redstone power:
if (ShouldBeOpen)
{
a_Chunk.SetMeta(TopPosition, TopMeta | 0x2);
}
else
{
a_Chunk.SetMeta(TopPosition, TopMeta & ~0x2);
}
cChunkInterface ChunkInterface(a_Chunk.GetWorld()->GetChunkMap());
const auto AbsolutePosition = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
// Toggle the door, if it needs to be changed:
if (ShouldBeOpen != cBlockDoorHandler::IsOpen(ChunkInterface, AbsolutePosition))
{
cBlockDoorHandler::SetOpen(ChunkInterface, AbsolutePosition, ShouldBeOpen);
a_Chunk.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, AbsolutePosition, 0);
}
}
};