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