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#pragma once
#include "../../Blocks/BlockDoor.h"
namespace DoorHandler
{
// "Doormammu, I've come to bargain"
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_Position);
UNUSED(a_BlockType);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
UNUSED(IsLinked);
return 0;
}
inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PowerLevel Power)
{
// LOGD("Evaluating dori the door (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
if ((a_Meta & 0x8) == 0x8)
{
// We're treating the bottom half as the source of truth, so ignore updates to the top:
return;
}
const auto TopPosition = a_Position + OffsetYP;
ForEachSourceCallback Callback(a_Chunk, TopPosition, a_BlockType);
RedstoneHandler::ForValidSourcePositions(a_Chunk, TopPosition, a_BlockType, a_Meta, Callback);
// Factor in what the upper half is getting:
Power = std::max(Power, Callback.Power);
cChunkInterface ChunkInterface(a_Chunk.GetWorld()->GetChunkMap());
// Use redstone data rather than block state so players can override redstone control
const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
const bool IsOpen = (Previous != 0);
const bool ShouldBeOpen = Power != 0;
const auto AbsolutePosition = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
if (ShouldBeOpen != IsOpen)
{
cBlockDoorHandler::SetOpen(ChunkInterface, AbsolutePosition, ShouldBeOpen);
a_Chunk.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, AbsolutePosition, 0);
}
}
inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
{
UNUSED(a_Chunk);
UNUSED(a_BlockType);
UNUSED(a_Meta);
InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
}
};
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