summaryrefslogblamecommitdiffstats
path: root/src/Simulator/IncrementalRedstoneSimulator.inc
blob: 2d03584e2a4b7ed6168b355c94f0292d1ba0fab2 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686




                                                
                              

 

                                               
 





                                                                       
                                                                                                                   

                                                       
 







                                                                   




                                                                        

















































                                                                                                                                                                                                           
                                          













































































































































                                                                                                                                                                                                                                                                        

                                                       
                                                    

                                                      
                                                   

                                                         



                                                



                                                       
                                                

                                                  

                                                       

                                                           
                                                   





                                                       







































                                                                   

                                                       

                                                       

                                                      

                                                       


                                                         

                                                   





                                                                   


                                                       










                                                                   

                                                       





























                                                                                             




















































                                                                                                                                                                                                     





                                                                                                                                                                                                                                                                                                                                    
                                                                                                           









                                                                                                                                                                                                                   
                                                       











                                                                                                                                                                                                                   
                                                       




                                 
                                                                                                                                                                                                                                        
                                                                                                                                                                                         
                                                                                                                      





                                                                                                                                                                                                                                     
                                                                     









                                                                                                                                                                                                                                  
                                                                     







                                                                                                                                                                                                                                                    
                                                                     





                                         

                                                                                                                                                                                                                                                                                    








                                                                                                                                                                                                                        
                                                                   



                              

                                                                                                                                                                                                                                               







                                                                                                        
                                                      









                                                                                                                                                           

                                                                                                                                                                                                                                                        




















                                                                                                                                             

                                                                                                                                                                                                                                              






                                                                                                                                                               
                                                                                         







                                                                                                                                                                      
                                                                                                                                                                                                            


                                                                                                                                                                                   
                                                                                
         
                                                                                                                                                                                                                                                                   



                       





                                                                          
 



                                                                                                             












                                                                                                                                                                 
                                                                                                                                                                             


                                     
                                                                                           




























                                                                                                                                        
                                                                                                                                    
                                                                                                                                    









                                                                                                                                    




                                                           




                                                                                       









                                                                                            



























































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                        
                                                                                                                                      





































































                                                                                                                                                                      








                                       
 


                                          
 





                                                                         
 
                                               
         

                                                                    
 

                              
 
  
 
 



                                                                                                                                                                 



















































































                                                                                                                                                                                            
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  
















































































































                                                                                                                                                                                   

                                                                                                                                                                                                                  
                         



                                                                      


                                                                                                    
                                                                                                                                                                         
                         



                                                                      










                                                                                                     


                                                                                                                                                                         
                         



                                                                        


                                                                                                   
                                                                                                                                                                         
                         



                                                                      



































































































































































































































































                                                                                                                                                                                                                                                

                                                                                                                                                                                                                                                                                                           













































                                                                                                                                   
                              
































                                                                                                                    

                                                                                                                                                                                                                             

















                                                                                            
                             
























































































                                                                                                                                                                                                              
                                                                                                                                                                                                                                                                                                                                                                                                                                                               


                                                                                       
                                                                                                                                                                                                                                 




                                                          
                                                                                                                                                                                                                                                                                                                                                                                                                                                            


                                                                                       
                                                                                                                                                                                                                                






























































































                                                                                                                                                                                                                                                                             

#include "IncrementalRedstoneSimulator.h"
#include "BoundingBox.h"
#include "BlockEntities/RedstonePoweredEntity.h"
#include "Blocks/ChunkInterface.h"
#include "RedstoneSimulator.h"


typedef cItemCallback<cEntity> cEntityCallback;





typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback;


template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
class cIncrementalRedstoneSimulator :
	public cRedstoneSimulator<ChunkType, WorldType>
{
	typedef cRedstoneSimulator<ChunkType, WorldType> super;
public:

	cIncrementalRedstoneSimulator(WorldType & a_World)
		: cRedstoneSimulator<ChunkType, WorldType>(a_World)
	{
	}
	~cIncrementalRedstoneSimulator();
	
	virtual cRedstoneSimulatorChunkData * CreateChunkData() override
	{
		return new cIncrementalRedstoneSimulatorChunkData;
	}

	virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);}  // not used
	virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) override;
	virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
	virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override;

	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:

	#define MAX_POWER_LEVEL 15

	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
		unsigned char a_PowerLevel;
	};

	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;  // Position of block that is betwixt a source and the destination
		Vector3i a_SourcePos;
		unsigned char a_PowerLevel;
	};

	struct sSimulatedPlayerToggleableList  // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
	{
		Vector3i a_RelBlockPos;
		bool WasLastStatePowered;  // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
	};

	struct sRepeatersDelayList  // Define structure of list containing repeaters' delay states
	{
		Vector3i a_RelBlockPos;
		unsigned char a_DelayTicks;  // For how many ticks should the repeater delay
		unsigned char a_ElapsedTicks;  // How much of the previous has been elapsed?
		bool ShouldPowerOn;  // What happens when the delay time is fulfilled?
	};
	
	class cIncrementalRedstoneSimulatorChunkData :
	public cRedstoneSimulatorChunkData
	{
	public:
		/// Per-chunk data for the simulator, specified individual chunks to simulate
		cCoordWithBlockAndBoolVector m_ChunkData;
		cCoordWithBlockAndBoolVector m_QueuedChunkData;
		std::vector<sPoweredBlocks> m_PoweredBlocks;
		std::vector<sLinkedPoweredBlocks> m_LinkedBlocks;
		std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks;
		std::vector<sRepeatersDelayList> m_RepeatersDelayList;
	};

public:

	typedef std::vector <sPoweredBlocks> PoweredBlocksList;
	typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
	typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
	typedef std::vector <sRepeatersDelayList> RepeatersDelayList;

private:

	cIncrementalRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
	PoweredBlocksList * m_PoweredBlocks;
	LinkedBlocksList * m_LinkedPoweredBlocks;
	SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
	RepeatersDelayList * m_RepeatersDelayList;

	virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
	void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL);
	ChunkType * m_Chunk;

	// 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
	/** Handles the redstone block */
	void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles levers */
	void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles buttons */
	void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles daylight sensors */
	void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles pressure plates */
	void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
	/** Handles tripwire hooks
	Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
	If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
	*/
	void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles trapped chests */
	void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/* ==================== */

	/* ====== CARRIERS ====== */
	/** Handles redstone wire */
	void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles repeaters */
	void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
	/* ====================== */

	/* ====== DEVICES ====== */
	/** Handles pistons */
	void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles dispensers and droppers */
	void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles TNT (exploding) */
	void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles redstone lamps */
	void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
	/** Handles doords */
	void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles command blocks */
	void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles activator, detector, and powered rails */
	void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
	/** Handles trapdoors */
	void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles fence gates */
	void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles noteblocks */
	void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Handles tripwires */
	void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/* ===================== */

	/* ====== Helper functions ====== */
	/** Marks a block as powered */
	void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
	/** Marks a block as being powered through another block */
	void SetBlockLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
	/** 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
	/** Marks the second block in a direction as linked powered */
	void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
	/** Marks all blocks immediately surrounding a coordinate as powered */
	void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
	/** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
	bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
	/** Removes a block from the Powered and LinkedPowered lists
	Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
	*/
	void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, ChunkType * a_Chunk, bool a_IsFirstCall = true);

	/** Returns if a coordinate is powered or linked powered */
	bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
	/** Returns if a coordinate is in the directly powered blocks list */
	bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk);
	/** Returns if a coordinate is in the indirectly powered blocks list */
	bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
	/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
	bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
	/** Returns if a repeater is powered by testing for power sources behind the repeater */
	bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
	/** Returns if a repeater is locked */
	bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
	/** Returns if a piston is powered */
	bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
	/** Handles delayed updates to repeaters **/
	void HandleRedstoneRepeaterDelays(void);

	/** 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) { return IsLeverOn(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 cBlockInfo::FullyOccupiesVoxel(Block); }

	/** Returns if a block is a mechanism (something that accepts power and does something)
	Used by torches to determine if they power a block whilst not standing on the ground
	*/
	inline static bool IsMechanism(BLOCKTYPE Block)
	{
		switch (Block)
		{
			case E_BLOCK_ACACIA_DOOR:
			case E_BLOCK_ACACIA_FENCE_GATE:
			case E_BLOCK_ACTIVATOR_RAIL:
			case E_BLOCK_BIRCH_DOOR:
			case E_BLOCK_BIRCH_FENCE_GATE:
			case E_BLOCK_COMMAND_BLOCK:
			case E_BLOCK_DARK_OAK_DOOR:
			case E_BLOCK_DARK_OAK_FENCE_GATE:
			case E_BLOCK_DISPENSER:
			case E_BLOCK_DROPPER:
			case E_BLOCK_FENCE_GATE:
			case E_BLOCK_HOPPER:
			case E_BLOCK_IRON_DOOR:
			case E_BLOCK_IRON_TRAPDOOR:
			case E_BLOCK_JUNGLE_DOOR:
			case E_BLOCK_JUNGLE_FENCE_GATE:
			case E_BLOCK_NOTE_BLOCK:
			case E_BLOCK_PISTON:
			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_WIRE:
			case E_BLOCK_SPRUCE_DOOR:
			case E_BLOCK_SPRUCE_FENCE_GATE:
			case E_BLOCK_STICKY_PISTON:
			case E_BLOCK_TNT:
			case E_BLOCK_TRAPDOOR:
			case E_BLOCK_WOODEN_DOOR:
			{
				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:
			case E_BLOCK_TRAPPED_CHEST:
			{
				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_ACACIA_DOOR:
			case E_BLOCK_ACACIA_FENCE_GATE:
			case E_BLOCK_ACTIVATOR_RAIL:
			case E_BLOCK_ACTIVE_COMPARATOR:
			case E_BLOCK_BIRCH_DOOR:
			case E_BLOCK_BIRCH_FENCE_GATE:
			case E_BLOCK_BLOCK_OF_REDSTONE:
			case E_BLOCK_COMMAND_BLOCK:
			case E_BLOCK_DARK_OAK_DOOR:
			case E_BLOCK_DARK_OAK_FENCE_GATE:
			case E_BLOCK_DAYLIGHT_SENSOR:
			case E_BLOCK_DETECTOR_RAIL:
			case E_BLOCK_DISPENSER:
			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_IRON_TRAPDOOR:
			case E_BLOCK_JUNGLE_DOOR:
			case E_BLOCK_JUNGLE_FENCE_GATE:
			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_SPRUCE_DOOR:
			case E_BLOCK_SPRUCE_FENCE_GATE:
			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_TRAPPED_CHEST:
			case E_BLOCK_TRIPWIRE_HOOK:
			case E_BLOCK_TRIPWIRE:
			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;
		}
	}

	inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
	{
		return (  // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
			((a_BlockX % cChunkDef::Width) <= 1) ||
			((a_BlockX % cChunkDef::Width) >= 14) ||
			((a_BlockZ % cChunkDef::Width) <= 1) ||
			((a_BlockZ % cChunkDef::Width) >= 14)
		);
	}
};





template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::~cIncrementalRedstoneSimulator()
{
}




template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk)
{
	if ((a_Chunk == NULL) || !a_Chunk->IsValid())
	{
		return;
	}
	else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
	{
		return;
	}

	// We may be called with coordinates in a chunk that is not the first chunk parameter
	// In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
	// Use that Chunk pointer to get a relative position

	int RelX = 0;
	int RelZ = 0;
	BLOCKTYPE Block;
	NIBBLETYPE Meta;

	if (a_OtherChunk != NULL)
	{
		RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
		RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
		a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);

		// If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
		// Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
		a_Chunk->SetIsRedstoneDirty(true);
	}
	else
	{
		RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
		RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
		a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
	}

	// Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
	// Checking only when a block is changed, as opposed to every tick, also improves performance

	cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData * SimulatorChunkData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData());
	if (SimulatorChunkData == NULL)
	{
		return;
	}
	PoweredBlocksList & PoweredBlocks = SimulatorChunkData->m_PoweredBlocks;
	for (typename PoweredBlocksList::iterator itr = PoweredBlocks.begin(); itr != PoweredBlocks.end();)
	{
		if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
		{
			++itr;
			continue;
		}

		if (!IsPotentialSource(Block))
		{
			LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
			itr = PoweredBlocks.erase(itr);
			continue;
		}
		else if (
			// Changeable sources
			((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
			((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
			((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) ||
			(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
			((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0))
			)
		{
			LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
			itr = PoweredBlocks.erase(itr);
			continue;
		}
		++itr;
	}

	LinkedBlocksList & LinkedPoweredBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks;
	// We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
	for (typename LinkedBlocksList::iterator itr = LinkedPoweredBlocks.begin(); itr != LinkedPoweredBlocks.end();)
	{
		if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
		{
			if (!IsPotentialSource(Block))
			{
				LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
				itr = LinkedPoweredBlocks.erase(itr);
				continue;
			}
			else if (
				// Things that can send power through a block but which depends on meta
				((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
				((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
				(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
				)
			{
				LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
				itr = LinkedPoweredBlocks.erase(itr);
				continue;
			}
		}
		else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
		{
			if (!IsViableMiddleBlock(Block))
			{
				LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
				itr = LinkedPoweredBlocks.erase(itr);
				continue;
			}
		}
		++itr;
	}

	SimulatedPlayerToggleableList & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks;
	for (typename SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks.begin(); itr != SimulatedPlayerToggleableBlocks.end(); ++itr)
	{
		if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
		{
			continue;
		}

		if (!IsAllowedBlock(Block))
		{
			LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z);
			SimulatedPlayerToggleableBlocks.erase(itr);
			break;
		}
	}

	RepeatersDelayList & RepeatersDelayList = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList;
	for (typename RepeatersDelayList::iterator itr = RepeatersDelayList.begin(); itr != RepeatersDelayList.end(); ++itr)
	{
		if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
		{
			continue;
		}

		if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
		{
			RepeatersDelayList.erase(itr);
			break;
		}
	}

	if (a_OtherChunk != NULL)
	{
		// DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
		return;
	}

	cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData;
	for (cCoordWithBlockAndBoolVector::iterator itr = RedstoneSimulatorChunkData.begin(); itr != RedstoneSimulatorChunkData.end(); ++itr)
	{
		if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))  // We are at an entry matching the current (changed) block
		{
			if (!IsAllowedBlock(Block))
			{
				itr->DataTwo = true;  // The new blocktype is not redstone; it must be queued to be removed from this list
			}
			else
			{
				itr->DataTwo = false;
				itr->Data = Block;  // Update block information
			}
			return;
		}
	}

	if (!IsAllowedBlock(Block))
	{
		return;
	}
	
	cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData;
	for (cCoordWithBlockAndBoolVector::iterator itr = QueuedData.begin(); itr != QueuedData.end(); ++itr)
	{
		if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
		{
			// Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
			return;
		}
	}
	QueuedData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk)
{
	m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
	if (m_RedstoneSimulatorChunkData == NULL)
	{
		m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData();
		a_Chunk->SetRedstoneSimulatorData(m_RedstoneSimulatorChunkData);
	}
	if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty())
	{
		return;
	}

	m_RedstoneSimulatorChunkData->m_ChunkData.insert(
		m_RedstoneSimulatorChunkData->m_ChunkData.end(), 
		m_RedstoneSimulatorChunkData ->m_QueuedChunkData.begin(), 
		m_RedstoneSimulatorChunkData ->m_QueuedChunkData.end());
		
	m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear();

	m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks;
	m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList;
	m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks;
	m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks;
	m_Chunk = a_Chunk;
	bool ShouldUpdateSimulateOnceBlocks = false;

	if (a_Chunk->IsRedstoneDirty())
	{
		// Simulate the majority of devices only if something (blockwise or power-wise) has changed
		// Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
		a_Chunk->SetIsRedstoneDirty(false);
		ShouldUpdateSimulateOnceBlocks = true;
	}

	HandleRedstoneRepeaterDelays();

	for (cCoordWithBlockAndBoolVector::iterator dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();)
	{
		if (dataitr->DataTwo)
		{
			dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr);
			continue;
		}

		switch (dataitr->Data)
		{
			case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
			case E_BLOCK_TRIPWIRE:        HandleTripwire(dataitr->x, dataitr->y, dataitr->z);       break;
			case E_BLOCK_TRIPWIRE_HOOK:   HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z);   break;

			case E_BLOCK_WOODEN_PRESSURE_PLATE:
			case E_BLOCK_STONE_PRESSURE_PLATE:
			case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
			case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
			{
				HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
				break;
			}
			default: break;
		}

		if (ShouldUpdateSimulateOnceBlocks)
		{
			switch (dataitr->Data)
			{
				case E_BLOCK_REDSTONE_WIRE:         HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z);	  break;
				case E_BLOCK_COMMAND_BLOCK:         HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z);   break;
				case E_BLOCK_NOTE_BLOCK:            HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z);      break;
				case E_BLOCK_BLOCK_OF_REDSTONE:     HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z);  break;
				case E_BLOCK_LEVER:                 HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z);  break;
				case E_BLOCK_TNT:                   HandleTNT(dataitr->x, dataitr->y, dataitr->z);            break;
				case E_BLOCK_IRON_TRAPDOOR:         HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z);       break;
				case E_BLOCK_TRAPDOOR:              HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z);       break;
				case E_BLOCK_TRAPPED_CHEST:         HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z);   break;

				case E_BLOCK_ACTIVATOR_RAIL:
				case E_BLOCK_DETECTOR_RAIL:
				case E_BLOCK_POWERED_RAIL:
				{
					HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
					break;
				}
				case E_BLOCK_ACACIA_DOOR:
				case E_BLOCK_BIRCH_DOOR:
				case E_BLOCK_DARK_OAK_DOOR:
				case E_BLOCK_JUNGLE_DOOR:
				case E_BLOCK_SPRUCE_DOOR:
				case E_BLOCK_WOODEN_DOOR:
				case E_BLOCK_IRON_DOOR:
				{
					HandleDoor(dataitr->x, dataitr->y, dataitr->z);
					break;
				}
				case E_BLOCK_ACACIA_FENCE_GATE:
				case E_BLOCK_BIRCH_FENCE_GATE:
				case E_BLOCK_DARK_OAK_FENCE_GATE:
				case E_BLOCK_FENCE_GATE:
				case E_BLOCK_JUNGLE_FENCE_GATE:
				case E_BLOCK_SPRUCE_FENCE_GATE:
				{
					HandleFenceGate(dataitr->x, dataitr->y, dataitr->z);
					break;
				}
				case E_BLOCK_REDSTONE_LAMP_OFF:
				case E_BLOCK_REDSTONE_LAMP_ON:
				{
					HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
					break;
				}
				case E_BLOCK_DISPENSER:
				case E_BLOCK_DROPPER:
				{
					HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
					break;
				}
				case E_BLOCK_PISTON:
				case E_BLOCK_STICKY_PISTON:
				{
					HandlePiston(dataitr->x, dataitr->y, dataitr->z);
					break;
				}
				case E_BLOCK_REDSTONE_REPEATER_OFF:
				case E_BLOCK_REDSTONE_REPEATER_ON:
				{
					HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
					break;
				}
				case E_BLOCK_REDSTONE_TORCH_OFF:
				case E_BLOCK_REDSTONE_TORCH_ON:
				{
					HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
					break;
				}
				case E_BLOCK_STONE_BUTTON:
				case E_BLOCK_WOODEN_BUTTON:
				{
					HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
					break;
				}
				default: break;
			}
		}
		++dataitr;
	}
}



template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk)
{
	if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
	{
		// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
		AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);

		// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
		// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
		RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
		RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
		RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
		RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);

		return;
	}

	// Not on boundary, just alert this chunk for speed
	AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
{
	static const struct  // Define which directions the torch can power
	{
		int x, y, z;
	} gCrossCoords[] =
	{
		{ 1, 0,  0},
		{-1, 0,  0},
		{ 0, 0,  1},
		{ 0, 0, -1},
		{ 0, 1,  0},
	} ;

	if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON)
	{
		// Check if the block the torch is on is powered
		int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
		AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true);  // Inverse true to get the block torch is on

		ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
		if ((Neighbour == NULL) || !Neighbour->IsValid())
		{
			return;
		}

		if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
		{
			// There was a match, torch goes off
			m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
			return;
		}

		// Torch still on, make all 4(X, Z) + 1(Y) sides powered
		for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
		{
			BLOCKTYPE Type = 0;
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
			{
				continue;
			}
			if (i + 1 < ARRAYCOUNT(gCrossCoords))  // Sides of torch, not top (top is last)
			{
				if (
					IsMechanism(Type) &&  // Is it a mechanism? Not block/other torch etc.
					(!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z)))  // CAN'T power block is that it is on
					)
				{
					SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
				}
			}
			else
			{
				// Top side, power whatever is there, including blocks
				SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
				// Power all blocks surrounding block above torch
				SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP);
			}
		}

		if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5)  // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
		{
			BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);

			if (IsMechanism(Type))  // Still can't make a normal block powered though!
			{
				SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
			}
		}
	}
	else
	{
		// Check if the block the torch is on is powered
		int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
		AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true);  // Inverse true to get the block torch is on
		
		ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
		if ((Neighbour == NULL) || !Neighbour->IsValid())
		{
			return;
		}
		
		// See if off state torch can be turned on again
		if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
		{
			return;  // Something matches, torch still powered
		}

		// Block torch on not powered, can be turned on again!
		m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);  // Set self as powered
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	if (IsLeverOn(Meta))
	{
		SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);

		eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_LEVER>::type::BlockMetaDataToBlockFace(Meta);
		
		Dir = ReverseBlockFace(Dir);
		
		SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
	NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);

	if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
		{
			if ((MetaData & 0x4) == 0)
			{
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4);
				m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
			}
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
		}
	}
	else
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
		{
			if ((MetaData & 0x4) != 0)
			{
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04);
				m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
			}
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	if (IsButtonOn(Meta))
	{
		SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
		
		eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_STONE_BUTTON>::type::BlockMetaDataToBlockFace(Meta);
		Dir = ReverseBlockFace(Dir);
		SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	static const struct  // Define which directions the wire can receive power from
	{
		int x, y, z;
	} gCrossCoords[] =
	{
		{ 1, 0,  0}, /* Wires on same level start */
		{-1, 0,  0},
		{ 0, 0,  1},
		{ 0, 0, -1}, /* Wires on same level stop */
		{ 1, 1,  0}, /* Wires one higher, surrounding self start */
		{-1, 1,  0},
		{ 0, 1,  1},
		{ 0, 1, -1}, /* Wires one higher, surrounding self stop */
		{ 1, -1,  0}, /* Wires one lower, surrounding self start */
		{-1, -1,  0},
		{ 0, -1,  1},
		{ 0, -1, -1}, /* Wires one lower, surrounding self stop */
	} ;

	static const struct  // Define which directions the wire will check for repeater prescence
	{
		int x, y, z;
	} gSideCoords[] =
	{
		{ 1, 0, 0 },
		{-1, 0, 0 },
		{ 0, 0, 1 },
		{ 0, 0, -1 },
		{ 0, 1, 0 },
	};

	// Check to see if directly beside a power source
	unsigned char MyPower;
	if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
	{
		int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
		int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
		m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
		this->m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
		return;
	}
	
	m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);

	if (MyPower < 1)
	{
		return;
	}

	MyPower--;

	for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)  // Loop through all directions to transfer or receive power
	{
		if ((i >= 4) && (i <= 7))  // If we are currently checking for wire surrounding ourself one block above...
		{
			BLOCKTYPE Type = 0;
			if (a_RelBlockY + 1 >= cChunkDef::Height)
			{
				continue;
			}
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
			{
				continue;
			}
			if (cBlockInfo::IsSolid(Type))  // If there is something solid above us (wire cut off)...
			{
				continue;  // We don't receive power from that wire
			}
		}
		else if ((i >= 8) && (i <= 11))  // See above, but this is for wire below us
		{
			BLOCKTYPE Type = 0;
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
			{
				continue;
			}
			if (cBlockInfo::IsSolid(Type))
			{
				continue;
			}
		}

		BLOCKTYPE Type = 0;
		if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
		{
			continue;
		}
		if (Type == E_BLOCK_REDSTONE_WIRE)
		{
			SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
		}
	}

	for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++)  // Look for repeaters immediately surrounding self and try to power them
	{
		BLOCKTYPE Type = 0;
		if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
		{
			continue;
		}
		if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
		{
			SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
		}
	}

	// Wire still powered, power blocks beneath
	SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
	SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower);

	switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
	{
		case REDSTONE_NONE:
		{
			SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);

			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
			break;
		}
		case REDSTONE_X_POS:
		{
			SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
			break;
		}
		case REDSTONE_X_NEG:
		{
			SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
			break;
		}
		case REDSTONE_Z_POS:
		{
			SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
			break;
		}
		case REDSTONE_Z_NEG:
		{
			SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
			SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
			break;
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
{
	/* Repeater Orientation Mini Guide:
	===================================

	|
	| Z Axis
	V

	X Axis ---->

	Repeater directions, values from a WorldType::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup:

	East (Right) (X+): 0x1
	West (Left) (X-): 0x3
	North (Up) (Z-): 0x2
	South (Down) (Z+): 0x0
	// TODO: Add E_META_XXX enum entries for all meta values and update project with them

	Sun rises from East (X+)

	*/

	// Create a variable holding my meta to avoid multiple lookups.
	NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);

	if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta))  // If we're locked, change nothing. Otherwise:
	{
		bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
		if (IsSelfPowered && !IsOn)  // Queue a power change if powered, but not on and not locked.
		{
			QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
		}
		else if (!IsSelfPowered && IsOn)  // Queue a power change if unpowered, on, and not locked.
		{
			QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
		}
	}
}

template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneRepeaterDelays()
{
	for (typename RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
	{
		if (itr->a_ElapsedTicks >= itr->a_DelayTicks)  // Has the elapsed ticks reached the target ticks?
		{
			int RelBlockX = itr->a_RelBlockPos.x;
			int RelBlockY = itr->a_RelBlockPos.y;
			int RelBlockZ = itr->a_RelBlockPos.z;
			BLOCKTYPE Block;
			NIBBLETYPE Meta;
			m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
			if (itr->ShouldPowerOn)
			{
				if (Block != E_BLOCK_REDSTONE_REPEATER_ON)  // For performance
				{
					m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
				}

				switch (Meta & 0x3)  // We only want the direction (bottom) bits
				{
					case 0x0:
					{
						SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
						SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
						break;
					}
					case 0x1:
					{
						SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
						SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
						break;
					}
					case 0x2:
					{
						SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
						SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
						break;
					}
					case 0x3:
					{
						SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
						SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
						break;
					}
				}
			}
			else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
			{
				m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
			}
			itr = m_RepeatersDelayList->erase(itr);
		}
		else
		{
			LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
			itr->a_ElapsedTicks++;
			itr++;
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7))  // We only want the bottom three bits (4th controls extended-ness)
	{
		GetHandlerCompileTime<E_BLOCK_PISTON>::type::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
	}
	else
	{
		GetHandlerCompileTime<E_BLOCK_PISTON>::type::RetractPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	class cSetPowerToDropSpenser :
		public cRedstonePoweredCallback
	{
		bool m_IsPowered;
	public:
		cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}

		virtual bool Item(cRedstonePoweredEntity * a_DropSpenser) override
		{
			a_DropSpenser->SetRedstonePower(m_IsPowered);
			return false;
		}
	} DrSpSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));

	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
	m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, DrSpSP);
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
{
	if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
	{
		if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
		{
			m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
		}
	}
	else
	{
		if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
		{
			m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
	{
		m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f);
		m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
		this->m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5);  // 80 ticks to boom
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	typedef typename GetHandlerCompileTime<E_BLOCK_WOODEN_DOOR>::type DoorHandler;
			
	if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
		{
			cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
			if (!DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
			{
				DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
				m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
			}
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
		}
	}
	else
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
		{
			cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
			if (DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
			{
				DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
				m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
			}
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	class cSetPowerToCommandBlock :
		public cRedstonePoweredCallback
	{
		bool m_IsPowered;
	public:
		cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}

		virtual bool Item(cRedstonePoweredEntity * a_CommandBlock) override
		{
			a_CommandBlock->SetRedstonePower(m_IsPowered);
			return false;
		}
	} CmdBlockSP (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));

	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
	m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP);
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
{
	switch (a_MyType)
	{
		case E_BLOCK_DETECTOR_RAIL:
		{
			if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08)
			{
				SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType);
			}
			break;
		}
		case E_BLOCK_ACTIVATOR_RAIL:
		case E_BLOCK_POWERED_RAIL:
		{
			if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
			{
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08);
			}
			else
			{
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07);
			}
			break;
		}
		default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
		{
			this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true);
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
		}
	}
	else
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
		{
			this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false);
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);

	if (m_bAreCoordsPowered)
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
		{
			class cSetPowerToNoteBlock :
				public cRedstonePoweredCallback
			{
			public:
				cSetPowerToNoteBlock() {}

				virtual bool Item(cRedstonePoweredEntity * a_NoteBlock) override
				{
					a_NoteBlock->SetRedstonePower(true);
					return false;
				}
			} NoteBlockSP;

			int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
			int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
			m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP);
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
		}
	}
	else
	{
		if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
		{
			SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
	int ChunkX, ChunkZ;
	cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);

	if (!this->m_World.IsChunkLighted(ChunkX, ChunkZ))
	{
		this->m_World.QueueLightChunk(ChunkX, ChunkZ);
	}
	else
	{
		if (m_Chunk->GetTimeAlteredLight(this->m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
		{
			SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
		}
		else
		{
			WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	switch (a_MyType)
	{
		case E_BLOCK_STONE_PRESSURE_PLATE:
		{
			// MCS feature - stone pressure plates can only be triggered by players :D
			cPlayer * a_Player = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);

			if (a_Player != NULL)
			{
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
				SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
				SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
			}
			else
			{
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
				SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
			}
			break;
		}
		case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
		{
			class cPressurePlateCallback :
				public cEntityCallback
			{
			public:
				cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
					m_NumberOfEntities(0),
					m_X(a_BlockX),
					m_Y(a_BlockY),
					m_Z(a_BlockZ)
				{
				}

				virtual bool Item(cEntity * a_Entity) override
				{
					Vector3f EntityPos = a_Entity->GetPosition();
					Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
					double Distance = (EntityPos - BlockPos).Length();

					if (Distance <= 0.5)
					{
						m_NumberOfEntities++;
					}
					return false;
				}

				bool GetPowerLevel(unsigned char & a_PowerLevel) const
				{
					a_PowerLevel = std::min(m_NumberOfEntities, MAX_POWER_LEVEL);
					return (a_PowerLevel > 0);
				}

			protected:
				int m_NumberOfEntities;

				int m_X;
				int m_Y;
				int m_Z;
			};

			cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
			this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);

			unsigned char Power;
			NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
			if (PressurePlateCallback.GetPowerLevel(Power))
			{
				if (Meta == E_META_PRESSURE_PLATE_RAISED)
				{
					m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
				}
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
				SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
				SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
			}
			else
			{
				if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
				{
					m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
				}
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
				SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
			}

			break;
		}
		case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
		{
			class cPressurePlateCallback :
				public cEntityCallback
			{
			public:
				cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
					m_NumberOfEntities(0),
					m_X(a_BlockX),
					m_Y(a_BlockY),
					m_Z(a_BlockZ)
				{
				}

				virtual bool Item(cEntity * a_Entity) override
				{
					Vector3f EntityPos = a_Entity->GetPosition();
					Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
					double Distance = (EntityPos - BlockPos).Length();

					if (Distance <= 0.5)
					{
						m_NumberOfEntities++;
					}
					return false;
				}

				bool GetPowerLevel(unsigned char & a_PowerLevel) const
				{
					a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL);
					return (a_PowerLevel > 0);
				}

			protected:
				int m_NumberOfEntities;

				int m_X;
				int m_Y;
				int m_Z;
			};

			cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
			this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);

			unsigned char Power;
			NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
			if (PressurePlateCallback.GetPowerLevel(Power))
			{
				if (Meta == E_META_PRESSURE_PLATE_RAISED)
				{
					m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
				}
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
				SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
				SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
			}
			else
			{
				if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
				{
					m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
				}
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
				SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
			}

			break;
		}
		case E_BLOCK_WOODEN_PRESSURE_PLATE:
		{
			class cPressurePlateCallback :
				public cEntityCallback
			{
			public:
				cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
					m_FoundEntity(false),
					m_X(a_BlockX),
					m_Y(a_BlockY),
					m_Z(a_BlockZ)
				{
				}

				virtual bool Item(cEntity * a_Entity) override
				{
					Vector3f EntityPos = a_Entity->GetPosition();
					Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
					double Distance = (EntityPos - BlockPos).Length();

					if (Distance <= 0.5)
					{
						m_FoundEntity = true;
						return true;  // Break out, we only need to know for plates that at least one entity is on top
					}
					return false;
				}

				bool FoundEntity(void) const
				{
					return m_FoundEntity;
				}

			protected:
				bool m_FoundEntity;

				int m_X;
				int m_Y;
				int m_Z;
			} ;

			cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
			this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);

			NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
			if (PressurePlateCallback.FoundEntity())
			{
				if (Meta == E_META_PRESSURE_PLATE_RAISED)
				{
					m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
				}
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
				SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
				SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
			}
			else
			{
				if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
				{
					m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
				}
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
				SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
			}
			break;
		}
		default:
		{
			LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str());
			break;
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
	int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
	int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
	bool FoundActivated = false;
	eBlockFace FaceToGoTowards = GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));

	for (int i = 0; i < 40; ++i)  // Tripwires can be connected up to 40 blocks
	{
		BLOCKTYPE Type;
		NIBBLETYPE Meta;

		AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards);
		m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta);

		if (Type == E_BLOCK_TRIPWIRE)
		{
			if (Meta == 0x1)
			{
				FoundActivated = true;
			}
		}
		else if (Type == E_BLOCK_TRIPWIRE_HOOK)
		{
			if (ReverseBlockFace( GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(Meta)) == FaceToGoTowards)
			{
				// Other hook facing in opposite direction - circuit completed!
				break;
			}
			else
			{
				// Tripwire hook not connected at all, AND away all the power state bits
				m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
				SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
				return;
			}
		}
		else
		{
			// Tripwire hook not connected at all, AND away all the power state bits
			m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
			SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
			return;
		}
	}

	if (FoundActivated)
	{
		// Connected and activated, set the 3rd and 4th highest bits
		m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC);
		SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	}
	else
	{
		// Connected but not activated, AND away the highest bit
		m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4);
		SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
	}
}

template <class ChestType>
class cGetTrappedChestPlayers :
	public cItemCallback<ChestType>
{
public:
	cGetTrappedChestPlayers(void) :
		m_NumberOfPlayers(0)
	{
	}

	virtual ~cGetTrappedChestPlayers()
	{
	}

	virtual bool Item(ChestType * a_Chest) override
	{
		ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
		m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
		return (m_NumberOfPlayers <= 0);
	}

	unsigned char GetPowerLevel(void) const
	{
		return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL);
	}

private:
	int m_NumberOfPlayers;

};


template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	cGetTrappedChestPlayers<ChestType> GTCP;

	int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
	int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
	if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP))
	{
		SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel());
	}
	else
	{
		SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
	int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;

	class cTripwireCallback :
		public cEntityCallback
	{
	public:
		cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
			m_FoundEntity(false),
			m_X(a_BlockX),
			m_Y(a_BlockY),
			m_Z(a_BlockZ)
		{
		}

		virtual bool Item(cEntity * a_Entity) override
		{
			cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1);
			cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());

			if (bbEntity.DoesIntersect(bbWire))
			{
				m_FoundEntity = true;
				return true;  // One entity is sufficient to trigger the wire
			}
			return false;
		}

		bool FoundEntity(void) const
		{
			return m_FoundEntity;
		}

	protected:
		bool m_FoundEntity;

		int m_X;
		int m_Y;
		int m_Z;
	};

	cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ);
	this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback);

	if (TripwireCallback.FoundEntity())
	{
		m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
	}
	else
	{
		m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk)
{
	// Torches want to access neighbour's data when on a wall, hence the extra chunk parameter

	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	for (typename PoweredBlocksList::const_iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end(); ++itr)  // Check powered list
	{
		if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
		{
			return true;
		}
	}
	return false;
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)  // Check linked powered list
	{
		if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
		{
			return true;
		}
	}
	return false;
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
{
	// Repeaters cannot be powered by any face except their back; verify that this is true for a source
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;

	for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
	{
		if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }

		switch (a_Meta & 0x3)
		{
			case 0x0:
			{
				// Flip the coords to check the back of the repeater
				if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
				break;
			}
			case 0x1:
			{
				if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
				break;
			}
			case 0x2:
			{
				if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
				break;
			}
			case 0x3:
			{
				if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
				break;
			}
		}
	}

	for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
	{
		if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }

		switch (a_Meta & 0x3)
		{
			case 0x0:
			{
				if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
				break;
			}
			case 0x1:
			{
				if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
				break;
			}
			case 0x2:
			{
				if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
				break;
			}
			case 0x3:
			{
				if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
				break;
			}
		}
	}
	return false;  // Couldn't find power source behind repeater
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
{
	switch (a_Meta & 0x3)  // We only want the 'direction' part of our metadata
	{
		// If the repeater is looking up or down (If parallel to the Z axis)
		case 0x0:
		case 0x2:
		{
			// Check if eastern(right) neighbor is a powered on repeater who is facing us
			BLOCKTYPE Block = 0;
			NIBBLETYPE OtherRepeaterDir = 0;
			if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
			{
				if ((OtherRepeaterDir & 0x03) == 0x3) 
				{
					return true;
				}  // If so, I am latched/locked
			}

			// Check if western(left) neighbor is a powered on repeater who is facing us
			if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
			{
				if ((OtherRepeaterDir & 0x03) == 0x1) 
				{ 
					return true; 
				}  // If so, I am latched/locked
			}

			break;
		}

		// If the repeater is looking left or right (If parallel to the x axis)
		case 0x1:
		case 0x3:
		{
			// Check if southern(down) neighbor is a powered on repeater who is facing us
			BLOCKTYPE Block = 0;
			NIBBLETYPE OtherRepeaterDir = 0;
			
			if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
			{
				if ((OtherRepeaterDir & 0x30 ) == 0x00) 
				{ 
					return true; 
				}  // If so,  am latched/locked
			}
			
			// Check if northern(up) neighbor is a powered on repeater who is facing us
			if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
			{
				if ((OtherRepeaterDir & 0x03) == 0x02)
				{ 
					return true;
				}  // If so, I am latched/locked
			}

			break;
		}
	}

	return false;  // None of the checks succeeded, I am not a locked repeater
}



template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
{
	// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement

	eBlockFace Face = GetHandlerCompileTime<E_BLOCK_PISTON>::type::MetaDataToDirection(a_Meta);
	int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
	int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;

	for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
	{
		if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }

		AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);

		if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
		{
			return true;
		}

		AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
	}

	for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
	{
		if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }

		AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);

		if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
		{
			return true;
		}

		AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
	}
	return false;  // Source was in front of the piston's front face
}



template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
{
	a_PowerLevel = 0;
	int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
	int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;

	for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)  // Check powered list
	{
		if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
		{
			continue;
		}
		a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);  // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
	}

	for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)  // Check linked powered list
	{
		if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
		{
			continue;
		}

		BLOCKTYPE Type = E_BLOCK_AIR;
		int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
		int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
		if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
		{
			continue;
		}
		a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
	}

	return (a_PowerLevel != 0);  // Answer the inital question: is the wire powered?
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
{
	for (typename SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
	{
		if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
		{
			if (itr->WasLastStatePowered != IsCurrentStatePowered)  // Was the last power state different to the current?
			{
				return false;  // It was, coordinates are no longer simulated
			}
			else
			{
				return true;  // It wasn't, don't resimulate block, and allow players to toggle
			}
		}
	}
	return false;  // Block wasn't even in the list, not simulated
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel)
{
	BLOCKTYPE MiddleBlock = 0;
	switch (a_Direction)
	{
		case BLOCK_FACE_XM:
		{
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
			{
				return;
			}

			SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);

			break;
		}
		case BLOCK_FACE_XP:
		{
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
			{
				return;
			}

			SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);

			break;
		}
		case BLOCK_FACE_YM:
		{
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock))
			{
				return;
			}

			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);

			break;
		}
		case BLOCK_FACE_YP:
		{
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock))
			{
				return;
			}

			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);

			break;
		}
		case BLOCK_FACE_ZM:
		{
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock))
			{
				return;
			}

			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);

			break;
		}
		case BLOCK_FACE_ZP:
		{
			if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock))
			{
				return;
			}
			
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
			SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);

			break;
		}
		default:
		{
			ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!");  // Zombies, that wasn't supposed to happen...
			break;
		}
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
{
	static const struct
	{
		int x, y, z;
	} gCrossCoords[] =
	{
		{ 1, 0, 0 },
		{ -1, 0, 0 },
		{ 0, 0, 1 },
		{ 0, 0, -1 },
		{ 0, 1, 0 },
		{ 0, -1, 0 }
	};

	for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)  // Loop through struct to power all directions
	{
		SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
	int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
	int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;

	ChunkType * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ);  // Adjust coordinates for the later call using these values
	if ((Neighbour == NULL) || !Neighbour->IsValid())
	{
		return;
	}

	PoweredBlocksList & Powered = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks;  // We need to insert the value into the chunk who owns the block position
	for (typename PoweredBlocksList::iterator itr = Powered.begin(); itr != Powered.end(); ++itr)
	{
		if (
			itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
			itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
			)
		{
			// Check for duplicates, update power level, don't add a new listing
			itr->a_PowerLevel = a_PowerLevel;
			return;
		}
	}

	// No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
	// TODO: on C++11 support, change this to a llama function pased to a std::remove_if
	for (typename PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
	{
		if (
			itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
			itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
			(m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
			)
		{
			BLOCKTYPE Block;
			NIBBLETYPE Meta;
			Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);

			if (Block == E_BLOCK_REDSTONE_WIRE)
			{
				if (Meta < a_PowerLevel)
				{
					m_PoweredBlocks->erase(itr);  // Powering source with higher power level, allow it
					break;
				}
				else
				{
					// Powered wires try to power their source - don't let them!
					return;
				}
			}
		}
	}

	sPoweredBlocks RC;
	RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
	RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
	RC.a_PowerLevel = a_PowerLevel;
	Powered.push_back(RC);
	Neighbour->SetIsRedstoneDirty(true);
	m_Chunk->SetIsRedstoneDirty(true);
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetBlockLinkedPowered(
	int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ,
	int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ,
	int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ,
	BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
	)
{
	int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
	int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
	int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX;
	int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ;
	int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
	int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;

	if (!IsViableMiddleBlock(a_MiddleBlock))
	{
		return;
	}

	ChunkType * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
	if ((Neighbour == NULL) || !Neighbour->IsValid())
	{
		return;
	}

	LinkedBlocksList & Linked = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks;
	for (typename LinkedBlocksList::iterator itr = Linked.begin(); itr != Linked.end(); ++itr)  // Check linked powered list
	{
		if (
			itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
			itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) &&
			itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
		)
		{
			// Check for duplicates, update power level, don't add a new listing
			itr->a_PowerLevel = a_PowerLevel;
			return;
		}
	}

	sLinkedPoweredBlocks RC;
	RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
	RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ);
	RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
	RC.a_PowerLevel = a_PowerLevel;
	Linked.push_back(RC);
	Neighbour->SetIsRedstoneDirty(true);
	m_Chunk->SetIsRedstoneDirty(true);
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
{
	for (typename SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
	{
		if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
		{
			continue;
		}

		if (itr->WasLastStatePowered != WasLastStatePowered)
		{
			// If power states different, update listing
			itr->WasLastStatePowered = WasLastStatePowered;
			return;
		}
		else
		{
			// If states the same, just ignore
			return;
		}
	}

	// We have arrive here; no block must be in list - add one
	sSimulatedPlayerToggleableList RC;
	RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	RC.WasLastStatePowered = WasLastStatePowered;
	m_SimulatedPlayerToggleableBlocks->push_back(RC);
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
{
	for (typename RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
	{
		if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
		{
			if (ShouldPowerOn == itr->ShouldPowerOn)  // We are queued already for the same thing, don't replace entry
			{
				return false;
			}

			// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
			itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;  // See below for description
			itr->a_ElapsedTicks = 0;
			itr->ShouldPowerOn = ShouldPowerOn;
			return false;
		}
	}

	// Self not in list, add self to list
	sRepeatersDelayList RC;
	RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
	
	// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
	// Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
	RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;

	RC.a_ElapsedTicks = 0;
	RC.ShouldPowerOn = ShouldPowerOn;
	m_RepeatersDelayList->push_back(RC);
	return true;
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, ChunkType * a_Chunk, bool a_IsFirstCall)
{
	if (!a_IsFirstCall)  // The neighbouring chunks passed when this parameter is false may be invalid
	{
		if ((a_Chunk == NULL) || !a_Chunk->IsValid())
		{
			return;
		}
	}
	// TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if

	for (typename PoweredBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end();)
	{
		if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
		{
			itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.erase(itr);
			a_Chunk->SetIsRedstoneDirty(true);
			continue;
		}
		++itr;
	}
	for (typename LinkedBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.end();)
	{
		if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
		{
			itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.erase(itr);
			a_Chunk->SetIsRedstoneDirty(true);
			continue;
		}
		++itr;
	}

	if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ))
	{
		// +- 2 to accomodate linked powered blocks
		SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false);
		SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false);
		SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false);
		SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false);
	}
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
typename cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::eRedstoneDirection cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
	int Dir = REDSTONE_NONE;

	BLOCKTYPE NegX = 0;
	if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
	{
		if (IsPotentialSource(NegX))
		{
			Dir |= (REDSTONE_X_POS);
		}
	}
	
	BLOCKTYPE PosX = 0;
	if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
	{
		if (IsPotentialSource(PosX))
		{
			Dir |= (REDSTONE_X_NEG);
		}
	}
	
	BLOCKTYPE NegZ = 0;
	if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
	{
		if (IsPotentialSource(NegZ))
		{
			if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG))  // corner
			{
				Dir ^= REDSTONE_X_POS;
				Dir |= REDSTONE_X_NEG;
			}
			if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS))  // corner
			{
				Dir ^= REDSTONE_X_NEG;
				Dir |= REDSTONE_X_POS;
			}
			Dir |= REDSTONE_Z_POS;
		}
	}
	
	BLOCKTYPE PosZ = 0;
	if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
	{
		if (IsPotentialSource(PosZ))
		{
			if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG))  // corner
			{
				Dir ^= REDSTONE_X_POS;
				Dir |= REDSTONE_X_NEG;
			}
			if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS))  // corner
			{
				Dir ^= REDSTONE_X_NEG;
				Dir |= REDSTONE_X_POS;
			}
			Dir |= REDSTONE_Z_NEG;
		}
	}
	return (eRedstoneDirection)Dir;
}




template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsLeverOn(NIBBLETYPE a_BlockMeta)
{
	// Extract the ON bit from metadata and return if true if it is set:
	return ((a_BlockMeta & 0x8) == 0x8);
}