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Always use relative coordinates in AddBlock

+ Pass block, use relatives
* Fixes everything immediately converting abs back to rel and getting block, when these data were already available
This commit is contained in:
Tiger Wang
2020-07-29 01:18:59 +01:00
parent 99856df686
commit 225c2fa9f6
21 changed files with 139 additions and 231 deletions

View File

@@ -273,26 +273,18 @@ void cIncrementalRedstoneSimulator::ProcessWorkItem(cChunk & Chunk, cChunk & Tic
void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
// Can't inspect block, ignore:
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
if (!IsRedstone(a_Block))
{
return;
}
auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
const auto Relative = cChunkDef::AbsoluteToRelative(a_Block, a_Chunk->GetPos());
const auto CurrentBlock = a_Chunk->GetBlock(Relative);
if (!IsRedstone(CurrentBlock))
if (IsAlwaysTicked(a_Block))
{
return;
}
if (IsAlwaysTicked(CurrentBlock))
{
ChunkData.AlwaysTickedPositions.emplace(Relative);
ChunkData.AlwaysTickedPositions.emplace(a_Position);
}
// Always update redstone devices:
ChunkData.WakeUp(Relative);
ChunkData.WakeUp(a_Position);
}

View File

@@ -21,26 +21,7 @@ public:
{
}
private:
virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
virtual void Simulate(float Dt) override {};
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 bool IsAllowedBlock(BLOCKTYPE a_BlockType) override
{
return IsRedstone(a_BlockType);
}
virtual void AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
/** Returns if a block is a mechanism (something that accepts power and does something)
Used by torches to determine if they will power a block */
@@ -164,7 +145,20 @@ private:
}
}
static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
private:
virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
virtual void Simulate(float Dt) override {};
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;
private: