#pragma once
#include "RedstoneHandler.h"
#include "BoundingBox.h"
class cPressurePlateHandler : public cRedstoneHandler
{
typedef cRedstoneHandler super;
public:
virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const 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;
}
virtual unsigned char GetPowerLevel(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
unsigned int NumberOfEntities;
bool FoundPlayer;
a_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), [&](cEntity & a_Entity)
{
if (a_Entity.IsPlayer())
{
FoundPlayer = true;
}
NumberOfEntities++;
return false;
}
);
switch (a_BlockType)
{
case E_BLOCK_STONE_PRESSURE_PLATE:
{
return (FoundPlayer ? 15 : 0);
}
case E_BLOCK_WOODEN_PRESSURE_PLATE:
{
return (NumberOfEntities != 0 ? 15 : 0);
}
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
{
return std::min(static_cast<unsigned char>(CeilC(NumberOfEntities / 10.f)), static_cast<unsigned char>(15));
}
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
{
return std::min(static_cast<unsigned char>(NumberOfEntities), static_cast<unsigned char>(15));
}
default:
{
ASSERT(!"Unhandled/unimplemented block in pressure plate handler!");
return 0;
}
}
}
virtual cVector3iArray Update(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
UNUSED(a_PoweringData.PowerLevel);
// LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
if (Power != PreviousPower.PowerLevel)
{
a_World.SetBlockMeta(a_Position, (Power == 0) ? E_META_PRESSURE_PLATE_RAISED : E_META_PRESSURE_PLATE_DEPRESSED);
return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
}
return {};
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_World);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return {};
}
};