* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
114 lines
2.7 KiB
C++
114 lines
2.7 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.h"
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#include "net.minecraft.world.level.dimension.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.redstone.h"
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#include "net.minecraft.world.level.tile.entity.h"
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#include "net.minecraft.world.h"
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#include "JavaMath.h"
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#include "DaylightDetectorTile.h"
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DaylightDetectorTile::DaylightDetectorTile(int id) : BaseEntityTile(id, Material::wood, isSolidRender() )
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{
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updateDefaultShape();
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}
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void DaylightDetectorTile::updateDefaultShape()
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{
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setShape(0, 0, 0, 1, 6.0f / 16.0f, 1);
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}
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void DaylightDetectorTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity)
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{
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setShape(0, 0, 0, 1, 6.0f / 16.0f, 1);
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}
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int DaylightDetectorTile::getSignal(LevelSource *level, int x, int y, int z, int dir)
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{
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return level->getData(x, y, z);
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}
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void DaylightDetectorTile::tick(Level *level, int x, int y, int z, Random *random)
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{
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// updateSignalStrength(level, x, y, z);
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}
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void DaylightDetectorTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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// level.addToTickNextTick(x, y, z, id, getTickDelay());
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}
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void DaylightDetectorTile::onPlace(Level *level, int x, int y, int z)
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{
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// level.addToTickNextTick(x, y, z, id, getTickDelay());
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}
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void DaylightDetectorTile::updateSignalStrength(Level *level, int x, int y, int z)
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{
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if (level->dimension->hasCeiling) return;
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int current = level->getData(x, y, z);
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int target = level->getBrightness(LightLayer::Sky, x, y, z) - level->skyDarken;
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float sunAngle = level->getSunAngle(1);
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// tilt sunAngle towards zenith (to make the transition to night
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// smoother)
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if (sunAngle < PI)
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{
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sunAngle = sunAngle + (0 - sunAngle) * .2f;
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}
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else
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{
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sunAngle = sunAngle + (PI * 2.0f - sunAngle) * .2f;
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}
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target = Math::round(static_cast<float>(target) * Mth::cos(sunAngle));
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if (target < 0)
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{
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target = 0;
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}
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if (target > Redstone::SIGNAL_MAX)
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{
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target = Redstone::SIGNAL_MAX;
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}
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if (current != target)
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{
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level->setData(x, y, z, target, UPDATE_ALL);
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}
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}
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bool DaylightDetectorTile::isCubeShaped()
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{
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return false;
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}
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bool DaylightDetectorTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool DaylightDetectorTile::isSignalSource()
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{
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return true;
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}
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shared_ptr<TileEntity> DaylightDetectorTile::newTileEntity(Level *level)
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{
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return std::make_shared<DaylightDetectorTileEntity>();
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}
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Icon *DaylightDetectorTile::getTexture(int face, int data)
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{
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if (face == Facing::UP)
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{
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return icons[0];
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}
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return icons[1];
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}
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void DaylightDetectorTile::registerIcons(IconRegister *iconRegister)
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{
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icons[0] = iconRegister->registerIcon(getIconName() + L"_top");
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icons[1] = iconRegister->registerIcon(getIconName() + L"_side");
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} |