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





namespace SmallGateHandler
{
	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, const PowerLevel Power)
	{
		// LOGD("Evaluating gateydory the fence gate/trapdoor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);

		// 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;

		if (ShouldBeOpen != IsOpen)
		{
			a_Chunk.SetMeta(a_Position, ShouldBeOpen ? (a_Meta | 0x4) : (a_Meta & ~0x04));
		}
	}

	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);
	}
};