Remove std::make_unique from redstone handler creation
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@@ -2,122 +2,9 @@
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#include "Globals.h"
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#include "IncrementalRedstoneSimulator.h"
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#include "RedstoneHandler.h"
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#include "ForEachSourceCallback.h"
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#include "CommandBlockHandler.h"
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#include "DoorHandler.h"
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#include "RedstoneTorchHandler.h"
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#include "RedstoneWireHandler.h"
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#include "RedstoneRepeaterHandler.h"
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#include "RedstoneToggleHandler.h"
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#include "RedstoneLampHandler.h"
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#include "RedstoneBlockHandler.h"
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#include "PistonHandler.h"
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#include "SmallGateHandler.h"
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#include "NoteBlockHandler.h"
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#include "ObserverHandler.h"
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#include "TNTHandler.h"
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#include "PoweredRailHandler.h"
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#include "PressurePlateHandler.h"
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#include "TripwireHookHandler.h"
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#include "DropSpenserHandler.h"
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#include "RedstoneComparatorHandler.h"
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#include "TrappedChestHandler.h"
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#include "HopperHandler.h"
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const cRedstoneHandler * cIncrementalRedstoneSimulator::GetComponentHandler(BLOCKTYPE a_BlockType)
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{
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struct sComponents :
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public std::array<std::unique_ptr<cRedstoneHandler>, 256>
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{
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sComponents()
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{
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for (size_t i = 0; i != 256; ++i)
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{
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(*this)[i] = cIncrementalRedstoneSimulator::CreateComponent(static_cast<BLOCKTYPE>(i));
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}
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}
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};
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static sComponents Components;
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return Components[a_BlockType].get();
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}
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std::unique_ptr<cRedstoneHandler> cIncrementalRedstoneSimulator::CreateComponent(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_POWERED_RAIL: return std::make_unique<cPoweredRailHandler>();
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_INACTIVE_COMPARATOR: return std::make_unique<cRedstoneComparatorHandler>();
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER: return std::make_unique<cDropSpenserHandler>();
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_WOODEN_PRESSURE_PLATE: return std::make_unique<cPressurePlateHandler>();
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case E_BLOCK_ACACIA_FENCE_GATE:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_TRAPDOOR: return std::make_unique<cSmallGateHandler>();
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON: return std::make_unique<cRedstoneLampHandler>();
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON: return std::make_unique<cRedstoneRepeaterHandler>();
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON: return std::make_unique<cRedstoneTorchHandler>();
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case E_BLOCK_OBSERVER: return std::make_unique<cObserverHandler>();
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON: return std::make_unique<cPistonHandler>();
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case E_BLOCK_LEVER:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_WOODEN_BUTTON: return std::make_unique<cRedstoneToggleHandler>();
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case E_BLOCK_BLOCK_OF_REDSTONE: return std::make_unique<cRedstoneBlockHandler>();
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case E_BLOCK_COMMAND_BLOCK: return std::make_unique<cCommandBlockHandler>();
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case E_BLOCK_HOPPER: return std::make_unique<cHopperHandler>();
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case E_BLOCK_NOTE_BLOCK: return std::make_unique<cNoteBlockHandler>();
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case E_BLOCK_REDSTONE_WIRE: return std::make_unique<cRedstoneWireHandler>();
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case E_BLOCK_TNT: return std::make_unique<cTNTHandler>();
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case E_BLOCK_TRAPPED_CHEST: return std::make_unique<cTrappedChestHandler>();
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case E_BLOCK_TRIPWIRE_HOOK: return std::make_unique<cTripwireHookHandler>();
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default:
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{
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if (cBlockDoorHandler::IsDoorBlockType(a_BlockType))
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{
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return std::make_unique<cDoorHandler>();
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}
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return nullptr;
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}
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}
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}
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@@ -168,19 +55,11 @@ void cIncrementalRedstoneSimulator::ProcessWorkItem(cChunk & Chunk, cChunk & Tic
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NIBBLETYPE CurrentMeta;
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Chunk.GetBlockTypeMeta(Position, CurrentBlock, CurrentMeta);
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auto CurrentHandler = GetComponentHandler(CurrentBlock);
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if (CurrentHandler == nullptr)
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{
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// Block at Position doesn't have a corresponding redstone handler
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// ErasePowerData will have been called in AddBlock
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return;
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}
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ForEachSourceCallback Callback(Chunk, Position, CurrentBlock);
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CurrentHandler->ForValidSourcePositions(Chunk, Position, CurrentBlock, CurrentMeta, Callback);
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RedstoneHandler::ForValidSourcePositions(Chunk, Position, CurrentBlock, CurrentMeta, Callback);
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// Inform the handler to update
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CurrentHandler->Update(Chunk, TickingSource, Position, CurrentBlock, CurrentMeta, Callback.Power);
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RedstoneHandler::Update(Chunk, TickingSource, Position, CurrentBlock, CurrentMeta, Callback.Power);
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}
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@@ -189,14 +68,12 @@ void cIncrementalRedstoneSimulator::ProcessWorkItem(cChunk & Chunk, cChunk & Tic
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void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
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{
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// Never update blocks without a handler:
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if (!IsRedstone(a_Block))
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{
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return;
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}
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// Never update blocks without a handler:
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ASSERT(GetComponentHandler(a_Block) != nullptr);
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auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
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if (IsAlwaysTicked(a_Block))
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@@ -207,7 +84,7 @@ void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Positi
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// Temporary: in the absence of block state support calculate our own:
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if (a_Block == E_BLOCK_REDSTONE_WIRE)
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{
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static_cast<const cRedstoneWireHandler *>(GetComponentHandler(a_Block))->SetWireState(a_Chunk, a_Position);
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RedstoneHandler::SetWireState(a_Chunk, a_Position);
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}
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// Always update redstone devices:
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