diff options
Diffstat (limited to 'source/game/StarWorldServer.hpp')
-rw-r--r-- | source/game/StarWorldServer.hpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/source/game/StarWorldServer.hpp b/source/game/StarWorldServer.hpp index 63414f7..14080d7 100644 --- a/source/game/StarWorldServer.hpp +++ b/source/game/StarWorldServer.hpp @@ -135,6 +135,9 @@ public: TileModificationList validTileModifications(TileModificationList const& modificationList, bool allowEntityOverlap) const override; TileModificationList applyTileModifications(TileModificationList const& modificationList, bool allowEntityOverlap) override; + bool replaceTile(Vec2I const& pos, TileModification const& modification); + TileModificationList replaceTiles(TileModificationList const& modificationList) override; + bool damageWouldDestroy(Vec2I const& pos, TileLayer layer, TileDamage const& tileDamage) const override; EntityPtr entity(EntityId entityId) const override; void addEntity(EntityPtr const& entity, EntityId entityId = NullEntityId) override; EntityPtr closestEntity(Vec2F const& center, float radius, EntityFilter selector = EntityFilter()) const override; @@ -217,7 +220,7 @@ public: SkyPtr sky() const; void modifyLiquid(Vec2I const& pos, LiquidId liquid, float quantity, bool additive = false); void setLiquid(Vec2I const& pos, LiquidId liquid, float level, float pressure); - List<ItemDescriptor> destroyBlock(TileLayer layer, Vec2I const& pos, bool genItems, bool destroyModFirst); + List<ItemDescriptor> destroyBlock(TileLayer layer, Vec2I const& pos, bool genItems, bool destroyModFirst, bool updateNeighbors = true); void removeEntity(EntityId entityId, bool andDie); void updateTileEntityTiles(TileEntityPtr const& object, bool removing = false, bool checkBreaks = true); @@ -314,7 +317,7 @@ private: // of ticks since the last run. Maybe<unsigned> shouldRunThisStep(String const& timingConfiguration); - TileModificationList doApplyTileModifications(TileModificationList const& modificationList, bool allowEntityOverlap, bool ignoreTileProtection = false); + TileModificationList doApplyTileModifications(TileModificationList const& modificationList, bool allowEntityOverlap, bool ignoreTileProtection = false, bool updateNeighbors = true); // Queues pending (step based) updates to the given player void queueUpdatePackets(ConnectionId clientId, bool sendRemoteUpdates); |