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#include "stdafx.h"
#include "net.minecraft.world.h"
#include "net.minecraft.world.level.h"
#include "PoweredRailTile.h"
PoweredRailTile::PoweredRailTile(int id) : BaseRailTile(id, true)
{
}
Icon *PoweredRailTile::getTexture(int face, int data)
{
if ((data & RAIL_DATA_BIT) == 0)
{
return icon;
}
else
{
return iconPowered;
}
}
void PoweredRailTile::registerIcons(IconRegister *iconRegister)
{
BaseRailTile::registerIcons(iconRegister);
iconPowered = iconRegister->registerIcon(getIconName() + L"_powered");
}
bool PoweredRailTile::findPoweredRailSignal(Level *level, int x, int y, int z, int data, bool forward, int searchDepth)
{
if (searchDepth >= 8)
{
return false;
}
int dir = data & RAIL_DIRECTION_MASK;
bool checkBelow = true;
switch (dir)
{
case DIR_FLAT_Z:
if (forward)
{
z++;
}
else
{
z--;
}
break;
case DIR_FLAT_X:
if (forward)
{
x--;
}
else
{
x++;
}
break;
case 2:
if (forward)
{
x--;
}
else
{
x++;
y++;
checkBelow = false;
}
dir = DIR_FLAT_X;
break;
case 3:
if (forward)
{
x--;
y++;
checkBelow = false;
}
else
{
x++;
}
dir = DIR_FLAT_X;
break;
case 4:
if (forward)
{
z++;
}
else
{
z--;
y++;
checkBelow = false;
}
dir = DIR_FLAT_Z;
break;
case 5:
if (forward)
{
z++;
y++;
checkBelow = false;
}
else
{
z--;
}
dir = DIR_FLAT_Z;
break;
}
if (isSameRailWithPower(level, x, y, z, forward, searchDepth, dir))
{
return true;
}
if (checkBelow && isSameRailWithPower(level, x, y - 1, z, forward, searchDepth, dir))
{
return true;
}
return false;
}
bool PoweredRailTile::isSameRailWithPower(Level *level, int x, int y, int z, bool forward, int searchDepth, int dir)
{
int tile = level->getTile(x, y, z);
if (tile == id)
{
int tileData = level->getData(x, y, z);
int myDir = tileData & RAIL_DIRECTION_MASK;
if (dir == DIR_FLAT_X && (myDir == DIR_FLAT_Z || myDir == 4 || myDir == 5))
{
return false;
}
if (dir == DIR_FLAT_Z && (myDir == DIR_FLAT_X || myDir == 2 || myDir == 3))
{
return false;
}
if ((tileData & RAIL_DATA_BIT) != 0)
{
if (level->hasNeighborSignal(x, y, z))
{
return true;
}
else
{
return findPoweredRailSignal(level, x, y, z, tileData, forward, searchDepth + 1);
}
}
}
return false;
}
void PoweredRailTile::updateState(Level *level, int x, int y, int z, int data, int dir, int type)
{
bool signal = level->hasNeighborSignal(x, y, z);
signal = signal || findPoweredRailSignal(level, x, y, z, data, true, 0) || findPoweredRailSignal(level, x, y, z, data, false, 0);
bool changed = false;
if (signal && (data & RAIL_DATA_BIT) == 0)
{
level->setData(x, y, z, dir | RAIL_DATA_BIT, Tile::UPDATE_ALL);
changed = true;
}
else if (!signal && (data & RAIL_DATA_BIT) != 0)
{
level->setData(x, y, z, dir, Tile::UPDATE_ALL);
changed = true;
}
// usually the level only updates neighbors that are in the same
// y plane as the current tile, but sloped rails may need to
// update tiles above or below it as well
if (changed)
{
level->updateNeighborsAt(x, y - 1, z, id);
if (dir == 2 || dir == 3 || dir == 4 || dir == 5)
{
level->updateNeighborsAt(x, y + 1, z, id);
}
}
}
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