Files
BluTac10-Xbox_Neo/Minecraft.World/DaylightDetectorTile.cpp
piebot d39bc9ad99 refactor: change wheat seeds to seeds
also make inverted daylight sensor implementation more accurate
2026-04-07 21:03:09 +03:00

145 lines
3.6 KiB
C++

#include "stdafx.h"
#include "net.minecraft.h"
#include "net.minecraft.world.level.dimension.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.redstone.h"
#include "net.minecraft.world.level.tile.entity.h"
#include "net.minecraft.world.h"
#include "JavaMath.h"
#include "DaylightDetectorTile.h"
DaylightDetectorTile::DaylightDetectorTile(int id, bool inverted) : BaseEntityTile(id, Material::wood, isSolidRender() )
{
this->inverted = inverted;
updateDefaultShape();
}
void DaylightDetectorTile::updateDefaultShape()
{
setShape(0, 0, 0, 1, 6.0f / 16.0f, 1);
}
void DaylightDetectorTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
{
setShape(0, 0, 0, 1, 6.0f / 16.0f, 1);
}
int DaylightDetectorTile::getSignal(LevelSource *level, int x, int y, int z, int dir)
{
return level->getData(x, y, z);
}
void DaylightDetectorTile::tick(Level *level, int x, int y, int z, Random *random)
{
// updateSignalStrength(level, x, y, z);
}
void DaylightDetectorTile::neighborChanged(Level *level, int x, int y, int z, int type)
{
// level.addToTickNextTick(x, y, z, id, getTickDelay());
}
void DaylightDetectorTile::onPlace(Level *level, int x, int y, int z)
{
// level.addToTickNextTick(x, y, z, id, getTickDelay());
}
void DaylightDetectorTile::updateSignalStrength(Level *level, int x, int y, int z)
{
if (level->dimension->hasCeiling) return;
int current = level->getData(x, y, z);
int target = level->getBrightness(LightLayer::Sky, x, y, z) - level->skyDarken;
float sunAngle = level->getSunAngle(1);
// tilt sunAngle towards zenith (to make the transition to night
// smoother)
if (sunAngle < PI)
{
sunAngle = sunAngle + (0 - sunAngle) * .2f;
}
else
{
sunAngle = sunAngle + (PI * 2.0f - sunAngle) * .2f;
}
target = Math::round(static_cast<float>(target) * Mth::cos(sunAngle));
if (target < 0)
{
target = 0;
}
if (target > Redstone::SIGNAL_MAX)
{
target = Redstone::SIGNAL_MAX;
}
if (inverted)
target = Redstone::SIGNAL_MAX - target;
if (current != target)
{
level->setData(x, y, z, target, UPDATE_ALL);
}
}
bool DaylightDetectorTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
{
if (player->abilities.mayBuild)
{
if (!level->isClientSide)
{
int data = level->getData(x, y, z);
if (inverted)
level->setTileAndData(x, y, z, Tile::daylightDetector_Id, data, Tile::UPDATE_INVISIBLE);
else
level->setTileAndData(x, y, z, Tile::invertedDaylightDetector_Id, data, Tile::UPDATE_INVISIBLE);
updateSignalStrength(level, x, y, z);
}
return true;
}
else
{
return Tile::use(level, x, y, z, player, clickedFace, clickX, clickY, clickZ, soundOnly);
}
}
bool DaylightDetectorTile::isCubeShaped()
{
return false;
}
bool DaylightDetectorTile::isSolidRender(bool isServerLevel)
{
return false;
}
bool DaylightDetectorTile::isSignalSource()
{
return true;
}
shared_ptr<TileEntity> DaylightDetectorTile::newTileEntity(Level *level)
{
return std::make_shared<DaylightDetectorTileEntity>();
}
Icon *DaylightDetectorTile::getTexture(int face, int data)
{
if (face == Facing::UP)
{
return icons[0];
}
return icons[1];
}
void DaylightDetectorTile::registerIcons(IconRegister *iconRegister)
{
if (inverted) {
icons[0] = iconRegister->registerIcon(L"inverted_" + getIconName());
}
else {
icons[0] = iconRegister->registerIcon(getIconName() + L"_top");
}
icons[1] = iconRegister->registerIcon(getIconName() + L"_side");
}