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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h80
1 files changed, 50 insertions, 30 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h b/src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h
index aed9d98ee..55eb7917c 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h
+++ b/src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h
@@ -7,37 +7,57 @@
namespace SmallGateHandler
{
- static 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;
- }
-
- static 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;
+static 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;
+}
+
+static 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);
- if (ShouldBeOpen != IsOpen)
- {
- a_Chunk.SetMeta(a_Position, ShouldBeOpen ? (a_Meta | 0x4) : (a_Meta & ~0x04));
- }
- }
+ // 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;
- static void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
+ if (ShouldBeOpen != IsOpen)
{
- UNUSED(a_Chunk);
- UNUSED(a_BlockType);
- UNUSED(a_Meta);
- InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
+ a_Chunk.SetMeta(a_Position, ShouldBeOpen ? (a_Meta | 0x4) : (a_Meta & ~0x04));
}
-};
+}
+
+static 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);
+}
+}; // namespace SmallGateHandler