#pragma once
#include "World.h"
namespace DaylightSensorHandler
{
inline PowerLevel GetPowerLevel(const cChunk & a_Chunk, const Vector3i a_Position)
{
if (a_Chunk.GetBlock(a_Position) == E_BLOCK_INVERTED_DAYLIGHT_SENSOR)
{
// Inverted sensor directly returns darkened skylight, no fancy tricks:
return 15 - a_Chunk.GetSkyLightAltered(a_Position);
}
// The [0, 1) proportion of the current day that has elapsed.
const auto ProportionOfDay = a_Chunk.GetWorld()->GetTimeOfDay() * (static_cast<float>(M_PI) / 12000.f);
// The curved value of darkened skylight, with outputs somewhat similar to Vanilla.
const auto RawOutput = a_Chunk.GetSkyLightAltered(a_Position) * (0.6f * std::sin(ProportionOfDay) + 0.5f);
// Saturate the amplified sine curve at 0 and 15:
return static_cast<PowerLevel>(std::clamp(RawOutput, 0.f, 15.f));
}
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_BlockType);
UNUSED(a_QueryPosition);
// Daylight sensors only output to immediately surrounding blocks:
return IsLinked ? 0 : a_Chunk.GetMeta(a_Position);
}
inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
{
// LOGD("Evaluating Darryl the daylight sensor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
// What the sensor should output according to the time-power function.
const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position);
// Only update the output if the power level has changed:
if (PowerLevel != a_Meta)
{
a_Chunk.SetMeta(a_Position, PowerLevel);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
}
}
inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
{
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(Callback);
}
};