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Lock hopper when powered by redstone (#4347)

* Lock hopper when powered by redstone

* Add to manual bindings

* Add hopper API documentation

Co-authored-by: Mat <mail@mathias.is>
This commit is contained in:
Bond-009
2020-03-27 13:03:28 +01:00
committed by GitHub
parent 3a2f364c95
commit ea386eaab1
13 changed files with 172 additions and 4 deletions

View File

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#pragma once
#include "RedstoneHandler.h"
#include "../../BlockEntities/HopperEntity.h"
class cHopperHandler : public cRedstoneHandler
{
typedef cRedstoneHandler super;
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_World);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
return 0;
}
virtual unsigned char GetPowerLevel(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 0;
}
virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating commander the cmdblck (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Previous = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
if (Previous.PowerLevel != a_PoweringData.PowerLevel)
{
return {};
}
a_World.DoWithHopperAt(a_Position.x, a_Position.y, a_Position.z, [a_PoweringData](cHopperEntity & a_Hopper)
{
a_Hopper.SetLocked(a_PoweringData.PowerLevel != 0);
return false;
}
);
return {};
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_World);
UNUSED(a_BlockType);
UNUSED(a_Meta);
return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
}
};