Renamed cRedstoneManager to cRedstoneSimulator and renamed cRedstoneSimulator to cIncrementalRedstoneSimulator (Might change later).
This commit is contained in:
@@ -1,263 +1,17 @@
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#pragma once
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#include "RedstoneManager.h"
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/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
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typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
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#include "Simulator.h"
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class cRedstoneSimulator :
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public cRedstoneManager
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public cSimulator
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{
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typedef cRedstoneManager super;
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public:
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cRedstoneSimulator(cWorld & a_World);
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~cRedstoneSimulator();
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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 bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
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enum eRedstoneDirection
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{
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REDSTONE_NONE = 0,
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REDSTONE_X_POS = 0x1,
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REDSTONE_X_NEG = 0x2,
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REDSTONE_Z_POS = 0x4,
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REDSTONE_Z_NEG = 0x8,
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};
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eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
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private:
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struct sPoweredBlocks // Define structure of the directly powered blocks list
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{
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Vector3i a_BlockPos; // Position of powered block
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Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
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};
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struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
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{
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Vector3i a_BlockPos;
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Vector3i a_MiddlePos;
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Vector3i a_SourcePos;
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};
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struct sSimulatedPlayerToggleableList
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{
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Vector3i a_BlockPos;
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bool WasLastStatePowered;
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};
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struct sRepeatersDelayList
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{
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Vector3i a_BlockPos;
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short a_DelayTicks;
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short a_ElapsedTicks;
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bool ShouldPowerOn;
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};
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typedef cSimulator super;
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typedef std::vector <sPoweredBlocks> PoweredBlocksList;
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typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
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typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
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typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
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public:
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cRedstoneSimulator(cWorld & a_World);
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PoweredBlocksList m_PoweredBlocks;
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LinkedBlocksList m_LinkedPoweredBlocks;
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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;
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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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/* ====== SOURCES ====== */
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/** Handles the redstone torch */
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void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/** Handles the redstone block */
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void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles levers */
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void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles buttons */
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void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
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/** Handles daylight sensors */
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void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles pressure plates */
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void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
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/* ==================== */
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/* ====== CARRIERS ====== */
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/** Handles redstone wire */
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void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles repeaters */
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void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/* ====================== */
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/* ====== DEVICES ====== */
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/** Handles pistons */
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void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles dispensers and droppers */
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void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles TNT (exploding) */
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void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles redstone lamps */
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void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/** Handles doords */
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void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles command blocks */
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void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles activator, detector, and powered rails */
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void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
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/** Handles trapdoors */
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void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles noteblocks */
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void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/* ===================== */
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/* ====== Helper functions ====== */
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/** Marks a block as powered */
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void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
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/** Marks a block as being powered through another block */
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void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
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/** 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 */
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void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
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/** Marks the second block in a direction as linked powered */
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void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
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/** Marks all blocks immediately surrounding a coordinate as powered */
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void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
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/** Queues a repeater to be powered or unpowered */
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void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
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/** Returns if a coordinate is powered or linked powered */
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bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
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/** Returns if a coordinate is in the directly powered blocks list */
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bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns if a coordinate is in the indirectly powered blocks list */
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bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
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bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
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/** Returns if a repeater is powered */
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bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
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/** Returns if a piston is powered */
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bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
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/** Returns if a wire is powered
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The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
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*/
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bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns if lever metadata marks it as emitting power */
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bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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/** Returns if button metadata marks it as emitting power */
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bool IsButtonOn(NIBBLETYPE a_BlockMeta);
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/* ============================== */
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/* ====== Misc Functions ====== */
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/** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
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inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
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/** Returns if a block is a mechanism (something that accepts power and does something) */
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inline static bool IsMechanism(BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_POWERED_RAIL:
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{
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return true;
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}
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default: return false;
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}
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}
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/** Returns if a block has the potential to output power */
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inline static bool IsPotentialSource(BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_LEVER:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_ACTIVE_COMPARATOR:
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{
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return true;
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}
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default: return false;
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}
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}
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/** Returns if a block is any sort of redstone device */
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inline static bool IsRedstone(BLOCKTYPE Block)
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{
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switch (Block)
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{
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// All redstone devices, please alpha sort
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_LEVER:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_TRIPWIRE_HOOK:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_PISTON:
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{
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return true;
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}
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default: return false;
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}
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}
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};
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} ;
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