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

94 lines
2.4 KiB
C++

#pragma once
#include "RedstoneHandler.h"
#include "BlockEntities/ChestEntity.h"
class cTrappedChestHandler : public cRedstoneHandler
{
typedef cRedstoneHandler super;
public:
cTrappedChestHandler(cWorld & a_World) :
super(a_World)
{
}
virtual unsigned char GetPowerDeliveredToPosition(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) override
{
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
return static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
}
virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
{
UNUSED(a_BlockType);
UNUSED(a_Meta);
class cGetTrappedChestPlayers :
public cItemCallback<cChestEntity>
{
public:
cGetTrappedChestPlayers(void) :
m_NumberOfPlayers(0)
{
}
virtual ~cGetTrappedChestPlayers() override
{
}
virtual bool Item(cChestEntity * a_Chest) override
{
ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
return true;
}
unsigned char GetPowerLevel(void) const
{
return static_cast<unsigned char>(std::min(m_NumberOfPlayers, 15));
}
private:
int m_NumberOfPlayers;
} GTCP;
VERIFY(!m_World.DoWithChestAt(a_Position.x, a_Position.y, a_Position.z, GTCP));
return GTCP.GetPowerLevel();
}
virtual cVector3iArray Update(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) override
{
// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Power = GetPowerLevel(a_Position, a_BlockType, a_Meta);
auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
if (Power != PreviousPower.PowerLevel)
{
return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
}
return {};
}
virtual cVector3iArray GetValidSourcePositions(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
{
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return {};
}
};