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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.2 kB · 81 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081#include "stdafx.h"#include "net.minecraft.world.level.tile.h"#include "TickNextTickData.h"
int64_t TickNextTickData::C = 0;
TickNextTickData::TickNextTickData(int x, int y, int z, int tileId){ m_delay = 0; c = C++;
this->x = x; this->y = y; this->z = z; this->tileId = tileId; priorityTilt = 0;}
bool TickNextTickData::equals(const TickNextTickData *o) const{ // TODO 4J Is this safe to cast it before we do a dynamic_cast? Will the dynamic_cast still fail? // We cannot dynamic_cast a void* if ( o != NULL) { TickNextTickData *t = (TickNextTickData *) o; return x == t->x && y == t->y && z == t->z && Tile::isMatching(tileId, t->tileId); } return false;}
int TickNextTickData::hashCode() const{ return (((x * 1024 * 1024) + (z * 1024) + y) * 256);}
TickNextTickData *TickNextTickData::delay(int64_t l){ m_delay = l; return this;}
void TickNextTickData::setPriorityTilt(int priorityTilt){ this->priorityTilt = priorityTilt;}
int TickNextTickData::compareTo(const TickNextTickData *tnd) const{ if (m_delay < tnd->m_delay) return -1; if (m_delay > tnd->m_delay) return 1; if (priorityTilt != tnd->priorityTilt) return priorityTilt - tnd->priorityTilt; if (c < tnd->c) return -1; if (c > tnd->c) return 1; return 0;}
bool TickNextTickData::operator==(const TickNextTickData &k){ return equals( &k );}
//A class that takes two arguments of the same type as the container elements and returns a bool.//The expression comp(a,b), where comp is an object of this comparison class and a and b are elements of the container,//shall return true if a is to be placed at an earlier position than b in a strict weak ordering operation.//This can either be a class implementing a function call operator or a pointer to a function (see constructor for an example).//This defaults to less<Key>, which returns the same as applying the less-than operator (a<b).bool TickNextTickData::compare_fnct(const TickNextTickData &x, const TickNextTickData &y){ return x.compareTo( &y ) < 0;}
int TickNextTickData::hash_fnct(const TickNextTickData &k){ return k.hashCode();}
bool TickNextTickData::eq_test(const TickNextTickData &x, const TickNextTickData &y){ return x.equals(&y);}