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#pragma once
#include "RedstoneHandler.h"
#include "../../Blocks/BlockPiston.h"
class cPistonHandler final: public cRedstoneHandler
{
virtual unsigned char GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) const override
{
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
UNUSED(IsLinked);
return 0;
}
virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating pisty the piston (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
const bool ShouldBeExtended = a_PoweringData.PowerLevel != 0;
if (ShouldBeExtended == cBlockPistonHandler::IsExtended(a_Meta))
{
return;
}
a_Position = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
if (ShouldBeExtended)
{
cBlockPistonHandler::ExtendPiston(a_Position, *a_Chunk.GetWorld());
}
else
{
cBlockPistonHandler::RetractPiston(a_Position, *a_Chunk.GetWorld());
}
// It is necessary to delay after a signal to prevent an infinite loop (#3168)
// However, this delay is already present: as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp
}
virtual void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
{
UNUSED(a_Chunk);
UNUSED(a_BlockType);
const auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
const auto FrontOffset = AddFaceDirection(Vector3i(), Face);
for (const auto Offset : RelativeAdjacents)
{
if (Offset != FrontOffset)
{
Callback(a_Position + Offset);
}
}
}
};
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