Reorganised the redstone simulator
-> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan! * Uses classes and inheritance now * Speed should be improved
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#pragma once
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#include "RedstoneHandler.h"
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#include "BlockEntities/DropSpenserEntity.h"
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class cDropSpenserHandler : public cRedstoneHandler
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{
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typedef cRedstoneHandler super;
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public:
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cDropSpenserHandler(cWorld & a_World) :
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super(a_World)
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{
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}
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virtual unsigned char GetPowerDeliveredToPosition(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) override
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{
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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return 0;
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}
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virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
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{
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return 0;
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}
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virtual cVector3iArray Update(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) override
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{
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LOGD("Evaluating spencer the dropspenser (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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if (a_PoweringData.PowerLevel > 0)
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{
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class cSetPowerToDropSpenser :
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public cDropSpenserCallback
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{
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public:
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virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
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{
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a_DropSpenser->Activate();
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return false;
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}
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} DrSpSP;
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m_World.DoWithDropSpenserAt(a_Position.x, a_Position.y, a_Position.z, DrSpSP);
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}
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return {};
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}
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virtual cVector3iArray GetValidSourcePositions(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
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{
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
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}
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};
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