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#pragma once
#include "../../BlockEntities/ChestEntity.h"
namespace TrappedChestHandler
{
inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
{
UNUSED(a_BlockType);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
UNUSED(IsLinked);
return DataForChunk(a_Chunk).GetCachedPowerData(a_Position);
}
inline unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position)
{
int NumberOfPlayers = 0;
VERIFY(
!a_Chunk.DoWithChestAt(a_Position, [&](cChestEntity & a_Chest)
{
ASSERT(a_Chest.GetBlockType() == E_BLOCK_TRAPPED_CHEST);
NumberOfPlayers = a_Chest.GetNumberOfPlayers();
return true;
})
);
return static_cast<unsigned char>(std::min(NumberOfPlayers, 15));
}
inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
{
// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position);
const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PowerLevel);
if (PowerLevel != PreviousPower)
{
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
}
}
inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
{
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(Callback);
}
};
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