Files
MinecraftConsoles/Minecraft.World/DaylightDetectorTile.cpp
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

114 lines
2.7 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) : BaseEntityTile(id, Material::wood, isSolidRender() )
{
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((float) target * Mth::cos(sunAngle));
if (target < 0)
{
target = 0;
}
if (target > Redstone::SIGNAL_MAX)
{
target = Redstone::SIGNAL_MAX;
}
if (current != target)
{
level->setData(x, y, z, target, UPDATE_ALL);
}
}
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 shared_ptr<DaylightDetectorTileEntity>( new DaylightDetectorTileEntity() );
}
Icon *DaylightDetectorTile::getTexture(int face, int data)
{
if (face == Facing::UP)
{
return icons[0];
}
return icons[1];
}
void DaylightDetectorTile::registerIcons(IconRegister *iconRegister)
{
icons[0] = iconRegister->registerIcon(getIconName() + L"_top");
icons[1] = iconRegister->registerIcon(getIconName() + L"_side");
}