From 26a4845a995065f0ed24ef0e21e4c9bf44cef002 Mon Sep 17 00:00:00 2001 From: Tycho Date: Tue, 16 Sep 2014 20:29:31 +0100 Subject: IncrementalRedstoneSimulator now has no dependencies on cChunk --- src/Simulator/IncrementalRedstoneSimulator.h | 312 +-------------------------- 1 file changed, 3 insertions(+), 309 deletions(-) (limited to 'src/Simulator/IncrementalRedstoneSimulator.h') diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 0120a3208..5bd1ad95d 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -3,313 +3,7 @@ #include "RedstoneSimulator.h" -/// Per-chunk data for the simulator, specified individual chunks to simulate -typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData; - -class cRedstonePoweredEntity; - -typedef cItemCallback cRedstonePoweredCallback; - - -template class GetHandlerCompileTime, class ChestType> -class cIncrementalRedstoneSimulator : - public cRedstoneSimulator -{ - typedef cRedstoneSimulator super; -public: - - cIncrementalRedstoneSimulator(WorldType & 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, 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? - }; - -public: - - typedef std::vector PoweredBlocksList; - typedef std::vector LinkedBlocksList; - typedef std::vector SimulatedPlayerToggleableList; - typedef std::vector 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, 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_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 * MakeIncrementalRedstoneSimulator(cWorld & a_World); -- cgit v1.2.3