#pragma once
#include "../../BoundingBox.h"
#include "../../Entities/Pickup.h"
namespace PressurePlateHandler
{
inline unsigned char GetPowerLevel(const cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType)
{
Int64 NumberOfEntities = 0;
bool FoundPlayer = false;
Chunk.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + Position, 0.5, 0.5), [&](cEntity & Entity)
{
if (Entity.IsPlayer())
{
FoundPlayer = true;
}
if (Entity.IsPickup())
{
NumberOfEntities += static_cast<cPickup &>(Entity).GetItem().m_ItemCount;
return false;
}
NumberOfEntities++;
return false;
});
switch (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;
}
}
}
inline 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_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_on";
default:
{
ASSERT(!"No on sound for this one!");
return "";
}
}
}
inline 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_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_off";
default:
{
ASSERT(!"No off sound for this one!");
return "";
}
}
}
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);
// Plates only link power blocks below
// Retrieve and return the cached power calculated by Update for performance:
return (IsLinked && (a_QueryPosition != (a_Position + OffsetYM))) ? 0 : DataForChunk(a_Chunk).GetCachedPowerData(a_Position);
}
inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
{
// LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto & ChunkData = DataForChunk(a_Chunk);
const auto PreviousPower = ChunkData.GetCachedPowerData(a_Position);
const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
const auto PowerLevel = 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)
{
if (PowerLevel == 0)
{
// Nothing happened, back to rest
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);
a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOnSound(a_BlockType), Absolute, 0.5f, 0.6f);
// Update power
ChunkData.SetCachedPowerData(a_Position, PowerLevel);
// Immediately depress plate
a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
return;
}
// Not a resting state
int DelayTicks;
bool HasExitedMinimumOnDelayPhase;
std::tie(DelayTicks, HasExitedMinimumOnDelayPhase) = *DelayInfo;
// Are we waiting for the initial delay or subsequent release delay?
if (DelayTicks > 0)
{
// Nothing changes, if there is nothing on it anymore, because the state is locked.
if (PowerLevel == 0)
{
return;
}
// Yes. Are we waiting to release, and found that the player stepped on it again?
if (!HasExitedMinimumOnDelayPhase)
{
// Reset delay
*DelayInfo = std::make_pair(0, true);
}
// Did the power level change and is still above zero?
if (PowerLevel != PreviousPower)
{
// Yes. Update power
ChunkData.SetCachedPowerData(a_Position, PowerLevel);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
}
return;
}
// Not waiting for anything. Has the initial delay elapsed?
if (HasExitedMinimumOnDelayPhase)
{
// Yep, initial delay elapsed. Has the player gotten off?
if (PowerLevel == 0)
{
// Yes. Go into subsequent release delay, for a further 0.5 seconds
*DelayInfo = std::make_pair(5, false);
return;
}
// Did the power level change and is still above zero?
if (PowerLevel != PreviousPower)
{
// Yes. Update power
ChunkData.SetCachedPowerData(a_Position, PowerLevel);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
}
// Yes, but player's still on the plate, do nothing
return;
}
// Just got out of the subsequent release phase, reset everything and raise the plate
ChunkData.m_MechanismDelays.erase(a_Position);
a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOffSound(a_BlockType), Absolute, 0.5f, 0.5f);
ChunkData.SetCachedPowerData(a_Position, PowerLevel);
a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
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);
}
};