#pragma once
#include "RedstoneSimulator.h"
/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
class cIncrementalRedstoneSimulator :
public cRedstoneSimulator
{
typedef cRedstoneSimulator super;
public:
cIncrementalRedstoneSimulator(cWorld & a_World);
~cIncrementalRedstoneSimulator();
virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
enum eRedstoneDirection
{
REDSTONE_NONE = 0,
REDSTONE_X_POS = 0x1,
REDSTONE_X_NEG = 0x2,
REDSTONE_Z_POS = 0x4,
REDSTONE_Z_NEG = 0x8,
};
eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
private:
struct sPoweredBlocks // Define structure of the directly powered blocks list
{
Vector3i a_BlockPos; // Position of powered block
Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
};
struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
{
Vector3i a_BlockPos;
Vector3i a_MiddlePos;
Vector3i a_SourcePos;
};
struct sSimulatedPlayerToggleableList
{
Vector3i a_BlockPos;
bool WasLastStatePowered;
};
struct sRepeatersDelayList
{
Vector3i a_BlockPos;
short a_DelayTicks;
short a_ElapsedTicks;
bool ShouldPowerOn;
};
typedef std::vector <sPoweredBlocks> PoweredBlocksList;
typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
PoweredBlocksList m_PoweredBlocks;
LinkedBlocksList m_LinkedPoweredBlocks;
SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
RepeatersDelayList m_RepeatersDelayList;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
// We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
// In addition to being non-performant, it would stop the player from actually breaking said device
/* ====== SOURCES ====== */
/** Handles the redstone torch */
void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/** Handles the redstone block */
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles levers */
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles Fence Gates */
void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles buttons */
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
/** Handles daylight sensors */
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles pressure plates */
void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
/* ==================== */
/* ====== CARRIERS ====== */
/** Handles redstone wire */
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles repeaters */
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
/** Handles pistons */
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles dispensers and droppers */
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles TNT (exploding) */
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles redstone lamps */
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/** Handles doords */
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles command blocks */
void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles activator, detector, and powered rails */
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
/** Handles trapdoors */
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Handles noteblocks */
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/* ===================== */
/* ====== Helper functions ====== */
/** Marks a block as powered */
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
/** Marks a block as being powered through another block */
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
/** Marks the second block in a direction as linked powered */
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
/** Marks all blocks immediately surrounding a coordinate as powered */
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
/** Queues a repeater to be powered or unpowered */
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
/** Returns if a coordinate is powered or linked powered */
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
/** Returns if a coordinate is in the directly powered blocks list */
bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Returns if a coordinate is in the indirectly powered blocks list */
bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
/** Returns if a repeater is powered */
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
/** Returns if a piston is powered */
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
/** Returns if a wire is powered
The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
*/
bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
/** Returns if lever metadata marks it as emitting power */
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
/** Returns if button metadata marks it as emitting power */
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
/* ============================== */
/* ====== Misc Functions ====== */
/** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
/** Returns if a block is a mechanism (something that accepts power and does something) */
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
{
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_HOPPER:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_POWERED_RAIL:
{
return true;
}
default: return false;
}
}
/** Returns if a block has the potential to output power */
inline static bool IsPotentialSource(BLOCKTYPE Block)
{
switch (Block)
{
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_LEVER:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
{
return true;
}
default: return false;
}
}
/** Returns if a block is any sort of redstone device */
inline static bool IsRedstone(BLOCKTYPE Block)
{
switch (Block)
{
// All redstone devices, please alpha sort
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_DISPENSER:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_DROPPER:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HOPPER:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_LEVER:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_PISTON:
{
return true;
}
default: return false;
}
}
};