#pragma once #include "RedstoneHandler.h" #include "BlockEntities/NoteEntity.h" class cNoteBlockHandler : 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_World); UNUSED(a_World); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); return 0; } virtual unsigned char GetPowerLevel(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 0; } virtual cVector3iArray Update(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override { // LOGD("Evaluating sparky the magical note block (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel); auto Previous = static_cast(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData); if ((Previous.PowerLevel != 0) || (a_PoweringData.PowerLevel == 0)) { // If we're already powered or received an update of no power, don't make a sound return {}; } class cSetPowerToNoteBlock : public cNoteBlockCallback { public: virtual bool Item(cNoteEntity * a_NoteBlock) override { a_NoteBlock->MakeSound(); return false; } } NoteBlockSP; a_World.DoWithNoteBlockAt(a_Position.x, a_Position.y, a_Position.z, NoteBlockSP); return {}; } virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override { UNUSED(a_World); UNUSED(a_BlockType); UNUSED(a_Meta); return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());; } };