diff options
Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator/SmallGateHandler.h | 80 |
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 |