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

71 lines
1.8 KiB
C++

#pragma once
#include "../../BlockEntities/DropSpenserEntity.h"
namespace DropSpenserHandler
{
inline bool IsActivated(NIBBLETYPE a_Meta)
{
return (a_Meta & E_META_DROPSPENSER_ACTIVATED) != 0;
}
inline NIBBLETYPE SetActivationState(NIBBLETYPE a_Meta, bool IsOn)
{
if (IsOn)
{
return a_Meta | E_META_DROPSPENSER_ACTIVATED; // set the bit
}
else
{
return a_Meta & ~E_META_DROPSPENSER_ACTIVATED; // clear the bit
}
}
inline 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;
}
inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
{
// LOGD("Evaluating spencer the dropspenser (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
const bool IsPoweredNow = (Power > 0);
const bool WasPoweredPreviously = IsActivated(a_Meta);
if (IsPoweredNow && !WasPoweredPreviously)
{
a_Chunk.DoWithDropSpenserAt(a_Position, [](cDropSpenserEntity & a_DropSpenser)
{
a_DropSpenser.Activate();
return false;
});
}
// Update the internal dropspenser state if necessary
if (IsPoweredNow != WasPoweredPreviously)
{
a_Chunk.SetMeta(a_Position, SetActivationState(a_Meta, IsPoweredNow));
}
}
inline 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);
}
};