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path: root/src/Simulator/IncrementalRedstoneSimulator/CommandBlockHandler.h
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#pragma once

#include "RedstoneHandler.h"
#include "../../BlockEntities/CommandBlockEntity.h"





class cCommandBlockHandler:
	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
	{
		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, 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, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
	{
		// LOGD("Evaluating commander the cmdblck (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);

		auto Previous = static_cast<cIncrementalRedstoneSimulator *>(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 activate
			return {};
		}

		a_World.DoWithCommandBlockAt(a_Position.x, a_Position.y, a_Position.z, [](cCommandBlockEntity & a_CommandBlock)
			{
				a_CommandBlock.Activate();
				return false;
			}
		);
		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);
		return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
	}
};