4e5ab02a58
+ Improved performance, reduces bottleneck in chunkmap lookup * Stop allocating and throwing away lots of small vectors in Update/GetValidSourcePositions return values - Remove unused GetPowerLevel virtual
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
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#pragma once
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#include "RedstoneHandler.h"
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#include "../../BlockEntities/HopperEntity.h"
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class cHopperHandler final : public cRedstoneHandler
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{
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public:
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virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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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(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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return 0;
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}
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virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating holey the hopper (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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if (Previous.PowerLevel == a_PoweringData.PowerLevel)
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{
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return;
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}
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a_Chunk.DoWithHopperAt(a_Position, [a_PoweringData](cHopperEntity & a_Hopper)
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{
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a_Hopper.SetLocked(a_PoweringData.PowerLevel != 0);
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return false;
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});
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}
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virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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{
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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}
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};
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