#pragma once
#include "RedstoneHandler.h"
class cSolidBlockHandler:
public cRedstoneHandler
{
using Super = cRedstoneHandler;
public:
virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
// TODO: wire isn't linked powered only if the source was a wire, not just because it is a wire
return (
!cIncrementalRedstoneSimulator::IsRedstone(a_QueryBlockType) ||
(
(a_QueryBlockType == E_BLOCK_REDSTONE_WIRE) &&
(static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PoweringBlock == E_BLOCK_REDSTONE_WIRE)
)
) ? 0 : GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
}
virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
return static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
}
virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
UNUSED(a_BlockType);
UNUSED(a_Meta);
// LOGD("Evaluating blocky the generic block (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
if ((a_PoweringData != PreviousPower) || (a_PoweringData.PoweringBlock != PreviousPower.PoweringBlock))
{
return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
}
return {};
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_World);
UNUSED(a_BlockType);
UNUSED(a_Meta);
/* TODO: is this more performant?
cVector3iArray Adjacents;
for (const auto Offset : GetRelativeAdjacents())
{
auto Position = Offset + a_Position;
auto Block = m_World.GetBlock(Position);
if ((Block == E_BLOCK_REDSTONE_REPEATER_ON) || (Block == E_BLOCK_REDSTONE_WIRE) || (Block == E_BLOCK_TRIPWIRE_HOOK))
{
Adjacents.emplace_back(Position);
}
}
*/
return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
}
};