#pragma once #include "Tile.h" #include "../Util/Definitions.h" class Random; class PressurePlateTile : public Tile { friend class Tile; private: std::wstring texture; public: enum Sensitivity { everything, mobs, players }; private: Sensitivity sensitivity; protected: PressurePlateTile(int id, const std::wstring& tex, Material* material, Sensitivity sensitivity); public: virtual int getTickDelay(); virtual AABB* getAABB(Level* level, int x, int y, int z); virtual bool isSolidRender(bool isServerLevel = false); virtual bool blocksLight(); virtual bool isCubeShaped(); virtual bool isPathfindable(LevelSource* level, int x, int y, int z); virtual bool mayPlace(Level* level, int x, int y, int z); virtual void neighborChanged(Level* level, int x, int y, int z, int type); virtual void tick(Level* level, int x, int y, int z, Random* random); virtual void entityInside(Level* level, int x, int y, int z, std::shared_ptr entity); private: virtual void checkPressed(Level* level, int x, int y, int z); public: virtual void onRemove(Level* level, int x, int y, int z, int id, int data); virtual void updateShape( LevelSource* level, int x, int y, int z, int forceData = -1, std::shared_ptr forceEntity = std::shared_ptr< TileEntity>()); // 4J added forceData, forceEntity param virtual bool getSignal(LevelSource* level, int x, int y, int z, int dir); virtual bool getDirectSignal(Level* level, int x, int y, int z, int dir); virtual bool isSignalSource(); virtual void updateDefaultShape(); virtual int getPistonPushReaction(); void registerIcons(IconRegister* iconRegister); // 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 virtual bool shouldTileTick(Level* level, int x, int y, int z); };