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#pragma once
#include "RedstoneHandler.h"
#include "../../Blocks/BlockObserver.h"
class cObserverHandler : public cRedstoneHandler
{
public:
inline static bool IsOn(NIBBLETYPE a_Meta)
{
return (a_Meta & 0x8) == 0x8;
}
static bool ShouldPowerOn(cWorld & a_World, const Vector3i a_Position, NIBBLETYPE a_Meta, cIncrementalRedstoneSimulatorChunkData * a_Data)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_World.GetBlockTypeMeta(a_Position + cBlockObserverHandler::GetObservingFaceOffset(a_Meta), BlockType, BlockMeta))
{
return false;
}
// Cache the last seen block type and meta in the power data for this position
auto Observed = PoweringData(BlockType, BlockMeta);
auto Previous = a_Data->ExchangeUpdateOncePowerData(a_Position, Observed);
// Determine if to signal an update based on the block previously observed changed
return (Previous.PoweringBlock != Observed.PoweringBlock) || (Previous.PowerLevel != Observed.PowerLevel);
}
virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
if (IsOn(a_Meta) && (a_QueryPosition == (a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta))))
{
return 15;
}
return 0;
}
virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
return IsOn(a_BlockType) ? 15 : 0;
}
virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating Lenny the observer (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);
auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
if (DelayInfo == nullptr)
{
if (!ShouldPowerOn(a_World, a_Position, a_Meta, Data))
{
return {};
}
// From rest, we've determined there was a block update
// Schedule power-on 1 tick in the future
Data->m_MechanismDelays[a_Position] = std::make_pair(1, true);
return {};
}
int DelayTicks;
bool ShouldPowerOn;
std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
if (DelayTicks != 0)
{
return {};
}
if (ShouldPowerOn)
{
// Remain on for 1 tick before resetting
*DelayInfo = std::make_pair(1, false);
a_World.SetBlockMeta(a_Position.x, a_Position.y, a_Position.z, a_Meta | 0x8, a_Meta);
}
else
{
// We've reset. Erase delay data in preparation for detecting further updates
Data->m_MechanismDelays.erase(a_Position);
a_World.SetBlockMeta(a_Position.x, a_Position.y, a_Position.z, a_Meta & ~0x8, a_Meta);
}
return { a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta) };
}
virtual cVector3iArray GetValidSourcePositions(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_BlockType);
return {};
}
};
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