748b121703
+ DoWith calls now broadcast the block entity and mark the chunk dirty + Add block entity change queue to synchronise BE updates with block updates * Fixed a few incorrect assertions about BE type - Remove manual overloads
61 lines
1.7 KiB
C++
61 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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if (a_BlockEntity.GetBlockType() != E_BLOCK_TRAPPED_CHEST)
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{
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return false;
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}
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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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