b30d70f09d
* Small degree of unification for what to do with the current entity * Make sure to do necessary actions for both sides of a double chest
121 lines
2.7 KiB
C++
121 lines
2.7 KiB
C++
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#pragma once
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#include "BlockEntityWithItems.h"
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#include "../Simulator/RedstoneSimulator.h"
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class cClientHandle;
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// tolua_begin
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class cChestEntity :
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public cBlockEntityWithItems
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{
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// tolua_end
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using Super = cBlockEntityWithItems;
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// tolua_begin
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public:
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enum
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{
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ContentsHeight = 3,
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ContentsWidth = 9,
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} ;
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// tolua_end
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BLOCKENTITY_PROTODEF(cChestEntity)
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/** Constructor used for normal operation */
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cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World);
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virtual ~cChestEntity() override;
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// cBlockEntity overrides:
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virtual void CopyFrom(const cBlockEntity & a_Src) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual bool UsedBy(cPlayer * a_Player) override;
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/** Search horizontally adjacent blocks for neighbouring chests of the same type and links them together. */
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void ScanNeighbours();
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/** Opens a new chest window where this is the primary chest and any neighbour is the secondary. */
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void OpenNewWindow();
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/** Forces any players to close the owned window. */
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void DestroyWindow();
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/** Returns true if the chest should not be accessible by players. */
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bool IsBlocked();
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/** Gets the number of players who currently have this chest open */
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int GetNumberOfPlayers(void) const { return m_NumActivePlayers; }
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/** Sets the number of players who currently have this chest open */
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void SetNumberOfPlayers(int a_NumActivePlayers) { m_NumActivePlayers = a_NumActivePlayers; }
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private:
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/** Number of players who currently have this chest open */
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int m_NumActivePlayers;
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/** Neighbouring chest that links to form a double chest */
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cChestEntity * m_Neighbour;
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/** cItemGrid::cListener overrides: */
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virtual void OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum) override
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{
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ASSERT(a_Grid == &m_Contents);
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if (m_World == nullptr)
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{
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return;
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}
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// Have cBlockEntityWithItems update redstone and try to broadcast our window:
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Super::OnSlotChanged(a_Grid, a_SlotNum);
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cWindow * Window = GetWindow();
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if ((Window == nullptr) && (m_Neighbour != nullptr))
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{
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// Window was null, Super will have failed.
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// Neighbour might own the window:
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Window = m_Neighbour->GetWindow();
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}
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if (Window != nullptr)
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{
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Window->BroadcastWholeWindow();
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}
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m_World->MarkChunkDirty(GetChunkX(), GetChunkZ());
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m_World->DoWithChunkAt(m_Pos, [&](cChunk & a_Chunk)
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{
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auto & Simulator = *m_World->GetRedstoneSimulator();
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// Notify comparators:
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Simulator.WakeUp(m_Pos + Vector3i(1, 0, 0), &a_Chunk);
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Simulator.WakeUp(m_Pos + Vector3i(-1, 0, 0), &a_Chunk);
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Simulator.WakeUp(m_Pos + Vector3i(0, 0, 1), &a_Chunk);
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Simulator.WakeUp(m_Pos + Vector3i(0, 0, -1), &a_Chunk);
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return true;
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});
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}
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} ; // tolua_export
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