the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "Tile.h"
3#include "Definitions.h"
4
5class Player;
6class Random;
7class Level;
8
9class ButtonTile : public Tile
10{
11 friend class Tile;
12
13private:
14 bool sensitive;
15
16protected:
17 ButtonTile(int id, bool sensitive);
18
19public:
20 Icon *getTexture(int face, int data);
21 virtual AABB *getAABB(Level *level, int x, int y, int z);
22 virtual int getTickDelay(Level *level);
23 virtual bool blocksLight();
24 virtual bool isSolidRender(bool isServerLevel = false);
25 virtual bool isCubeShaped();
26 virtual bool mayPlace(Level *level, int x, int y, int z, int face);
27 virtual bool mayPlace(Level *level, int x, int y, int z);
28 virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
29
30private:
31 int findFace(Level *level, int x, int y, int z);
32
33public:
34 virtual void neighborChanged(Level *level, int x, int y, int z, int type);
35
36private:
37 bool checkCanSurvive(Level *level, int x, int y, int z);
38
39public:
40 virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param
41
42private:
43 void updateShape(int data);
44
45public:
46 virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
47 virtual bool TestUse();
48 virtual bool 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
49 virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
50 virtual int getSignal(LevelSource *level, int x, int y, int z, int dir);
51 virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir);
52 virtual bool isSignalSource();
53 virtual void tick(Level *level, int x, int y, int z, Random *random);
54 virtual void updateDefaultShape();
55 void entityInside(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
56
57private:
58 void checkPressed(Level *level, int x, int y, int z);
59 void updateNeighbours(Level *level, int x, int y, int z, int dir);
60
61public:
62 void registerIcons(IconRegister *iconRegister);
63
64 // 4J Added so we can check before we try to add a tile to the tick list if it's actually going to do seomthing
65 virtual bool shouldTileTick(Level *level, int x,int y,int z);
66};