Remove the redstone solid block handler
- Remove cSolidBlockHandler * Functionality now integrated into simulator dispatcher * Fix door double open/close issues, arisen due to the top/bottom halves getting different power + Small migration to block states for redstone wire
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#pragma once
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#include "ForEachSourceCallback.h"
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#include "RedstoneSimulatorChunkData.h"
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class ForEachSourceCallback
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{
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public:
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ForEachSourceCallback(const cChunk & Chunk, Vector3i Position, BLOCKTYPE CurrentBlock);
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/** Returns whether a potential source position should be treated as linked. */
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bool ShouldQueryLinkedPosition(Vector3i Location, BLOCKTYPE Block);
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/** Callback invoked for each potential source position of the redstone component. */
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void operator()(Vector3i Location);
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/** Asks a redstone component at the source position how much power it will deliver to the querying position. */
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static PoweringData QueryPower(const cChunk & Chunk, Vector3i SourcePosition, BLOCKTYPE SourceBlock, Vector3i QueryPosition, BLOCKTYPE QueryBlock, bool IsLinked);
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/** Asks redstone handlers adjacent to a solid block how much power they will deliver to the querying position, via the solid block. */
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static PoweringData QueryLinkedPower(const cChunk & Chunk, Vector3i QueryPosition, BLOCKTYPE QueryBlock, Vector3i SolidBlockPosition);
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PoweringData Power;
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private:
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const cChunk & m_Chunk;
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const Vector3i m_Position;
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const BLOCKTYPE m_CurrentBlock;
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};
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