Possibly decoupled IncrementalRedstoneSimulator from the rest of the server
THis wil hopefully allow for unit testing
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@@ -6,23 +6,25 @@
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/// Per-chunk data for the simulator, specified individual chunks to simulate
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typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
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class cRedstonePoweredEntity;
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typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback;
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template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
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class cIncrementalRedstoneSimulator :
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public cRedstoneSimulator
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public cRedstoneSimulator<ChunkType, WorldType>
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{
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typedef cRedstoneSimulator super;
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typedef cRedstoneSimulator<ChunkType, WorldType> super;
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public:
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cIncrementalRedstoneSimulator(cWorld & a_World);
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cIncrementalRedstoneSimulator(WorldType & a_World);
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~cIncrementalRedstoneSimulator();
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virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
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virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override;
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enum eRedstoneDirection
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{
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@@ -82,9 +84,9 @@ private:
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SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
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RepeatersDelayList * m_RepeatersDelayList;
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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); }
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void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
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cChunk * m_Chunk;
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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); }
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void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL);
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ChunkType * m_Chunk;
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// 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
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// In addition to being non-performant, it would stop the player from actually breaking said device
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@@ -159,12 +161,12 @@ private:
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/** Removes a block from the Powered and LinkedPowered lists
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Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
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*/
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void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
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void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, ChunkType * a_Chunk, bool a_IsFirstCall = true);
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/** Returns if a coordinate is powered or linked powered */
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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); }
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/** Returns if a coordinate is in the directly powered blocks list */
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bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
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bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk);
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/** Returns if a coordinate is in the indirectly powered blocks list */
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bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
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@@ -312,5 +314,7 @@ private:
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};
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#ifdef SELF_TEST
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#include "IncrementalRedstoneSimulator.inc"
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#endif
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