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#pragma once
#include "RedstoneHandler.h"
#include "../../BoundingBox.h"
#include "../../Entities/Pickup.h"
class cPressurePlateHandler:
public cRedstoneHandler
{
using Super = cRedstoneHandler;
public:
virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, 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, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_Meta);
int NumberOfEntities = 0;
bool FoundPlayer = false;
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;
}
if (a_Entity.IsPickup())
{
NumberOfEntities += static_cast<cPickup &>(a_Entity).GetItem().m_ItemCount;
return false;
}
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, 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 ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
const auto PreviousPower = ChunkData->GetCachedPowerData(a_Position);
auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); // Get the current power of the platey
const auto PlateUpdates = GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
auto DelayInfo = ChunkData->GetMechanismDelayInfo(a_Position);
// Resting state?
if (DelayInfo == nullptr)
{
if (Power == 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);
auto soundToPlay = GetClickOnSound(a_BlockType);
a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.6f);
// Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
// Immediately depress plate
a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
return PlateUpdates;
}
// 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 (Power == 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 (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return PlateUpdates;
}
return {};
}
// Not waiting for anything. Has the initial delay elapsed?
if (HasExitedMinimumOnDelayPhase)
{
// Yep, initial delay elapsed. Has the player gotten off?
if (Power == 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 (Power != PreviousPower.PowerLevel)
{
// Yes. Update power
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
return PlateUpdates;
}
// 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);
auto soundToPlay = GetClickOffSound(a_BlockType);
a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.5f);
ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
return PlateUpdates;
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_World);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return {};
}
private:
static AString 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 "";
}
}
}
static AString 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 "";
}
}
}
};
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