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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h313
1 files changed, 3 insertions, 310 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 79740a8f6..5bd1ad95d 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -3,314 +3,7 @@
#include "RedstoneSimulator.h"
-/// Per-chunk data for the simulator, specified individual chunks to simulate
-typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
-
-
-
-
-
-class cIncrementalRedstoneSimulator :
- public cRedstoneSimulator
-{
- typedef cRedstoneSimulator super;
-public:
-
- cIncrementalRedstoneSimulator(cWorld & a_World);
- ~cIncrementalRedstoneSimulator();
-
- virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
- virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * 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?
- };
-
-public:
-
- typedef std::vector <sPoweredBlocks> PoweredBlocksList;
- typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
- typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
- typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
-
-private:
-
- cRedstoneSimulatorChunkData * 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, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
- void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
- cChunk * 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, cChunk * 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, cChunk * 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_ACTIVATOR_RAIL:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_WIRE:
- {
- 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_ACTIVATOR_RAIL:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_INACTIVE_COMPARATOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_LEVER:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_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)
- );
- }
-};
-
-
-
+class cWorld;
+class cChunk;
+cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World);