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

66 lines
1.9 KiB
C++

#pragma once
#include "RedstoneHandler.h"
#include "../../BlockEntities/ChestEntity.h"
class cTrappedChestHandler:
public cRedstoneHandler
{
using Super = cRedstoneHandler;
public:
virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel;
}
static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position)
{
int NumberOfPlayers = 0;
VERIFY(
!a_Chunk.DoWithChestAt(a_Position, [&](cChestEntity & a_Chest)
{
ASSERT(a_Chest.GetBlockType() == E_BLOCK_TRAPPED_CHEST);
NumberOfPlayers = a_Chest.GetNumberOfPlayers();
return true;
})
);
return static_cast<unsigned char>(std::min(NumberOfPlayers, 15));
}
virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
const auto Power = GetPowerLevel(a_Chunk, a_Position);
const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
if (Power != PreviousPower.PowerLevel)
{
UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, OffsetYM);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeLaterals);
}
}
virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
{
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(Callback);
}
};