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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h
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#pragma once
#include "../RedstoneSimulator.h"
#include "RedstoneSimulatorChunkData.h"
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class cIncrementalRedstoneSimulator final :
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public cRedstoneSimulator
{
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using Super = cRedstoneSimulator;
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public:
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using Super::cRedstoneSimulator;
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private:
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/** Returns if a redstone device is always ticked due to influence by its environment */
inline static bool IsAlwaysTicked(BLOCKTYPE a_Block)
{
switch (a_Block) // Call the appropriate simulator for the entry's block type
{
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
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case E_BLOCK_TRIPWIRE_HOOK:
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: return true;
default: return false;
}
}
/** Returns if a block is any sort of redstone device */
inline static bool IsRedstone(BLOCKTYPE a_Block)
{
switch (a_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_INVERTED_DAYLIGHT_SENSOR:
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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:
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case E_BLOCK_OBSERVER:
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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_WOODEN_BUTTON:
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_PISTON:
{
return true;
}
default: return false;
}
}
virtual void Simulate(float Dt) override {}
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virtual void SimulateChunk(std::chrono::milliseconds Dt, int ChunkX, int ChunkZ, cChunk * Chunk) override;
void ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position);
virtual cIncrementalRedstoneSimulatorChunkData * CreateChunkData() override
{
return new cIncrementalRedstoneSimulatorChunkData;
}
virtual void AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
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virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block) override;
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} ;