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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/PressurePlateHandler.h132
1 files changed, 62 insertions, 70 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator/PressurePlateHandler.h b/src/Simulator/IncrementalRedstoneSimulator/PressurePlateHandler.h
index 9f490b458..c2791e45c 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/PressurePlateHandler.h
+++ b/src/Simulator/IncrementalRedstoneSimulator/PressurePlateHandler.h
@@ -9,47 +9,42 @@
-class cPressurePlateHandler:
- public cRedstoneHandler
+class cPressurePlateHandler final : public cRedstoneHandler
{
- using Super = cRedstoneHandler;
-
public:
- virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
+ virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
- return static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
+ return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel;
}
- virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
+ static unsigned char GetPowerLevel(cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType)
{
- UNUSED(a_Meta);
-
- int NumberOfEntities = 0;
+ unsigned NumberOfEntities = 0;
bool FoundPlayer = false;
- a_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), [&](cEntity & a_Entity)
+
+ Chunk.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + Position, 0.5, 0.5), [&](cEntity & Entity)
+ {
+ if (Entity.IsPlayer())
{
- if (a_Entity.IsPlayer())
- {
- FoundPlayer = true;
- }
-
- if (a_Entity.IsPickup())
- {
- NumberOfEntities += static_cast<cPickup &>(a_Entity).GetItem().m_ItemCount;
- return false;
- }
- NumberOfEntities++;
+ FoundPlayer = true;
+ }
+
+ if (Entity.IsPickup())
+ {
+ NumberOfEntities += static_cast<cPickup &>(Entity).GetItem().m_ItemCount;
return false;
}
- );
+ NumberOfEntities++;
+ return false;
+ });
- switch (a_BlockType)
+ switch (BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
{
@@ -75,18 +70,22 @@ public:
}
}
- virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
+ static void UpdatePlate(cChunk & Chunk, cChunk & CurrentlyTicking, Vector3i Position)
{
- UNUSED(a_PoweringData.PowerLevel);
- // LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
+ UpdateAdjustedRelatives(Chunk, CurrentlyTicking, Position, RelativeLaterals);
+ UpdateAdjustedRelatives(Chunk, CurrentlyTicking, Position + OffsetYM);
+ }
- auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
+ virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
+ {
+ // LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
- const auto PreviousPower = ChunkData->GetCachedPowerData(a_Position);
- auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); // Get the current power of the platey
+ auto & ChunkData = DataForChunk(a_Chunk);
- const auto PlateUpdates = GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
- auto DelayInfo = ChunkData->GetMechanismDelayInfo(a_Position);
+ const auto PreviousPower = ChunkData.GetCachedPowerData(a_Position);
+ const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
+ const auto Power = GetPowerLevel(a_Chunk, Absolute, a_BlockType); // Get the current power of the platey
+ const auto DelayInfo = ChunkData.GetMechanismDelayInfo(a_Position);
// Resting state?
if (DelayInfo == nullptr)
@@ -94,22 +93,21 @@ public:
if (Power == 0)
{
// Nothing happened, back to rest
- return {};
+ return;
}
// From rest, a player stepped on us
// Schedule a minimum 0.5 second delay before even thinking about releasing
- ChunkData->m_MechanismDelays[a_Position] = std::make_pair(5, true);
+ ChunkData.m_MechanismDelays[a_Position] = std::make_pair(5, true);
- auto soundToPlay = GetClickOnSound(a_BlockType);
- a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.6f);
+ a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOnSound(a_BlockType), Absolute, 0.5f, 0.6f);
// Update power
- ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
+ ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
// Immediately depress plate
- a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
- return PlateUpdates;
+ a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
+ return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
// Not a resting state
@@ -124,7 +122,7 @@ public:
// Nothing changes, if there is nothing on it anymore, because the state is locked.
if (Power == 0)
{
- return {};
+ return;
}
// Yes. Are we waiting to release, and found that the player stepped on it again?
@@ -138,11 +136,11 @@ public:
if (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
- ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
- return PlateUpdates;
+ ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
+ return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
- return {};
+ return;
}
// Not waiting for anything. Has the initial delay elapsed?
@@ -153,54 +151,51 @@ public:
{
// Yes. Go into subsequent release delay, for a further 0.5 seconds
*DelayInfo = std::make_pair(5, false);
- return {};
+ return;
}
// Did the power level change and is still above zero?
if (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
- ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
- return PlateUpdates;
+ ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
+ return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
// Yes, but player's still on the plate, do nothing
- return {};
+ return;
}
// Just got out of the subsequent release phase, reset everything and raise the plate
- ChunkData->m_MechanismDelays.erase(a_Position);
+ ChunkData.m_MechanismDelays.erase(a_Position);
- auto soundToPlay = GetClickOffSound(a_BlockType);
- a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.5f);
- ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
+ a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOffSound(a_BlockType), Absolute, 0.5f, 0.5f);
+ ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
- a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
- return PlateUpdates;
+ a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
+ return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
}
- virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
+ virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
{
- UNUSED(a_World);
+ UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
- return {};
+ UNUSED(Callback);
}
private:
- static AString GetClickOnSound(BLOCKTYPE a_BlockType)
+
+ static const char * GetClickOnSound(BLOCKTYPE a_BlockType)
{
// manage on-sound
switch (a_BlockType)
{
- case E_BLOCK_STONE_PRESSURE_PLATE:
- return "block.stone_pressureplate.click_on";
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- return "block.wood_pressureplate.click_on";
+ case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_on";
+ case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_on";
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- return "block.metal_pressureplate.click_on";
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_on";
default:
{
ASSERT(!"No on sound for this one!");
@@ -209,18 +204,15 @@ private:
}
}
- static AString GetClickOffSound(BLOCKTYPE a_BlockType)
+ static const char * GetClickOffSound(BLOCKTYPE a_BlockType)
{
// manage off-sound
switch (a_BlockType)
{
- case E_BLOCK_STONE_PRESSURE_PLATE:
- return "block.stone_pressureplate.click_off";
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- return "block.wood_pressureplate.click_off";
+ case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_off";
+ case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_off";
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- return "block.metal_pressureplate.click_off";
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_off";
default:
{
ASSERT(!"No off sound for this one!");