#pragma once #include "RedstoneHandler.h" #include "BlockEntities/NoteEntity.h" class cNoteBlockHandler : public cRedstoneHandler { typedef cRedstoneHandler super; public: cNoteBlockHandler(cWorld & a_World) : super(a_World) { } virtual unsigned char GetPowerDeliveredToPosition(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) override { UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); return 0; } virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override { UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_Meta); return 0; } virtual cVector3iArray Update(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) override { // LOGD("Evaluating sparky the magical note block (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel); auto Previous = static_cast(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData); if ((Previous.PowerLevel != 0) || (a_PoweringData.PowerLevel == 0)) { // If we're already powered or received an update of no power, don't make a sound return {}; } class cSetPowerToNoteBlock : public cNoteBlockCallback { public: virtual bool Item(cNoteEntity * a_NoteBlock) override { a_NoteBlock->MakeSound(); return false; } } NoteBlockSP; m_World.DoWithNoteBlockAt(a_Position.x, a_Position.y, a_Position.z, NoteBlockSP); return {}; } virtual cVector3iArray GetValidSourcePositions(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override { UNUSED(a_BlockType); UNUSED(a_Meta); return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());; } };