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

44 lines
1.3 KiB
C++

#pragma once
namespace SmallGateHandler
{
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 gateydory the fence gate/trapdoor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
// Use redstone data rather than block state so players can override redstone control
const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
const bool IsOpen = (Previous != 0);
const bool ShouldBeOpen = Power != 0;
if (ShouldBeOpen != IsOpen)
{
a_Chunk.SetMeta(a_Position, ShouldBeOpen ? (a_Meta | 0x4) : (a_Meta & ~0x04));
}
}
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);
}
};