Remove the redstone solid block handler

- Remove cSolidBlockHandler
* Functionality now integrated into simulator dispatcher
* Fix door double open/close issues, arisen due to the top/bottom halves getting different power
+ Small migration to block states for redstone wire
This commit is contained in:
Tiger Wang
2020-08-08 18:22:16 +01:00
parent 2f79ab2e26
commit 40eba5244d
35 changed files with 745 additions and 582 deletions
@@ -2,6 +2,7 @@
#pragma once
#include "RedstoneHandler.h"
#include "../../Registries/Blocks.h"
@@ -9,8 +10,162 @@
class cRedstoneWireHandler final : public cRedstoneHandler
{
/** A unified representation of wire direction. */
enum class TemporaryDirection
{
Up,
Side
};
/** Adjusts a given wire block so that the direction represented by Offset has state Direction. */
inline static void SetDirectionState(const Vector3i Offset, short & Block, TemporaryDirection Direction)
{
Block = DoWithDirectionState(Offset, Block, [Direction](auto, auto & Front, auto)
{
using FrontState = std::remove_reference_t<decltype(Front)>;
switch (Direction)
{
case TemporaryDirection::Up:
{
Front = FrontState::Up;
return;
}
case TemporaryDirection::Side:
{
Front = FrontState::Side;
return;
}
}
});
}
/** Invokes Callback with the wire's left, front, and right direction state corresponding to Offset.
Returns a new block constructed from the directions that the callback may have modified. */
template <class OffsetCallback>
inline static short DoWithDirectionState(const Vector3i Offset, short Block, OffsetCallback Callback)
{
auto North = Block::RedstoneWire::North(Block);
auto South = Block::RedstoneWire::South(Block);
auto West = Block::RedstoneWire::West(Block);
auto East = Block::RedstoneWire::East(Block);
if (Offset.x == -1)
{
Callback(South, West, North);
}
else if (Offset.x == 1)
{
Callback(North, East, South);
}
if (Offset.z == -1)
{
Callback(West, North, East);
}
else if (Offset.z == 1)
{
Callback(East, South, West);
}
return Block::RedstoneWire::RedstoneWire(East, North, 0, South, West);
}
public:
/** Temporary. Discovers a wire's connection state, including terracing, storing the block inside redstone chunk data.
TODO: once the server supports block states this should go in the block handler, with data saved in the world. */
void SetWireState(const cChunk & Chunk, const Vector3i Position) const
{
auto Block = Block::RedstoneWire::RedstoneWire();
const auto YPTerraceBlock = Chunk.GetBlock(Position + OffsetYP);
const bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
// Loop through laterals, discovering terracing connections:
for (const auto Offset : RelativeLaterals)
{
auto Adjacent = Position + Offset;
auto NeighbourChunk = Chunk.GetRelNeighborChunkAdjustCoords(Adjacent);
if ((NeighbourChunk == nullptr) || !NeighbourChunk->IsValid())
{
continue;
}
BLOCKTYPE LateralBlock;
NIBBLETYPE LateralMeta;
NeighbourChunk->GetBlockTypeMeta(Adjacent, LateralBlock, LateralMeta);
if (IsDirectlyConnectingMechanism(LateralBlock, LateralMeta, Offset))
{
// Any direct connections on a lateral means the wire has side connection in that direction:
SetDirectionState(Offset, Block, TemporaryDirection::Side);
// Temporary: this case will eventually be handled when wires are placed, with the state saved as blocks
// When a neighbour wire was loaded into its chunk, its neighbour chunks may not have loaded yet
// This function is called during chunk load (through AddBlock). Attempt to tell it its new state:
if ((NeighbourChunk != &Chunk) && (LateralBlock == E_BLOCK_REDSTONE_WIRE))
{
auto & NeighbourBlock = DataForChunk(*NeighbourChunk).WireStates.find(Adjacent)->second;
SetDirectionState(-Offset, NeighbourBlock, TemporaryDirection::Side);
}
continue;
}
if (
!IsYPTerracingBlocked && // A block above us blocks all YP terracing, so the check is static in the loop
(Adjacent.y < (cChunkDef::Height - 1)) &&
(NeighbourChunk->GetBlock(Adjacent + OffsetYP) == E_BLOCK_REDSTONE_WIRE) // Only terrace YP with another wire
)
{
SetDirectionState(Offset, Block, TemporaryDirection::Up);
if (NeighbourChunk != &Chunk)
{
auto & NeighbourBlock = DataForChunk(*NeighbourChunk).WireStates.find(Adjacent + OffsetYP)->second;
SetDirectionState(-Offset, NeighbourBlock, TemporaryDirection::Side);
}
continue;
}
if (
// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
(!cBlockInfo::IsSolid(LateralBlock) || cBlockInfo::IsTransparent(LateralBlock)) &&
(NeighbourChunk->GetBlock(Adjacent + OffsetYM) == E_BLOCK_REDSTONE_WIRE) // Only terrace YM with another wire
)
{
SetDirectionState(Offset, Block, TemporaryDirection::Side);
if (NeighbourChunk != &Chunk)
{
auto & NeighbourBlock = DataForChunk(*NeighbourChunk).WireStates.find(Adjacent + OffsetYM)->second;
SetDirectionState(-Offset, NeighbourBlock, TemporaryDirection::Up);
}
}
}
auto & States = DataForChunk(Chunk).WireStates;
const auto FindResult = States.find(Position);
if (FindResult != States.end())
{
if (Block != FindResult->second)
{
FindResult->second = Block;
// TODO: when state is stored as the block, the block handler updating via SetBlock will do this automatically
// When a wire changes connection state, it needs to update its neighbours:
Chunk.GetWorld()->WakeUpSimulators(cChunkDef::RelativeToAbsolute(Position, Chunk.GetPos()));
}
return;
}
DataForChunk(Chunk).WireStates[Position] = Block;
}
private:
inline static bool IsDirectlyConnectingMechanism(BLOCKTYPE a_Block, NIBBLETYPE a_BlockMeta, const Vector3i a_Offset)
{
switch (a_Block)
@@ -30,6 +185,7 @@ public:
}
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE: return true;
@@ -37,170 +193,135 @@ public:
}
}
template <class OffsetCallback>
static bool ForTerracingConnectionOffsets(cChunk & a_Chunk, const Vector3i a_Position, OffsetCallback Callback)
virtual unsigned char GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) const override
{
const auto YPTerraceBlock = a_Chunk.GetBlock(a_Position + OffsetYP);
const bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
// Starts off as the wire's meta value, modified appropriately and returned
auto Power = a_Chunk.GetMeta(a_Position);
const auto QueryOffset = a_QueryPosition - a_Position;
for (const auto Adjacent : RelativeLaterals)
if (
(QueryOffset == OffsetYP) || // Wires do not power things above them
(IsLinked && (a_QueryBlockType == E_BLOCK_REDSTONE_WIRE)) // Nor do they link power other wires
)
{
// All laterals are counted as terracing, duh
if (Callback(Adjacent))
{
return true;
}
if (
BLOCKTYPE YPBlock;
// A block above us blocks all YP terracing, so the check is static in the loop
!IsYPTerracingBlocked &&
a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent + OffsetYP, YPBlock) &&
(YPBlock == E_BLOCK_REDSTONE_WIRE)
)
{
if (Callback(Adjacent + OffsetYP))
{
return true;
}
}
if (
BLOCKTYPE YMTerraceBlock, YMDiagonalBlock;
// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent, YMTerraceBlock) &&
(!cBlockInfo::IsSolid(YMTerraceBlock) || cBlockInfo::IsTransparent(YMTerraceBlock)) &&
a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent + OffsetYM, YMDiagonalBlock) &&
(YMDiagonalBlock == E_BLOCK_REDSTONE_WIRE)
)
{
if (Callback(Adjacent + OffsetYM))
{
return true;
}
}
}
return false;
}
virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
if (a_QueryPosition == (a_Position + OffsetYP))
{
// Wires do not power things above them
return 0;
}
if (a_QueryBlockType == E_BLOCK_REDSTONE_WIRE)
if (QueryOffset == OffsetYM)
{
// For mechanisms, wire of power one will still power them
// But for wire-to-wire connections, power level decreases by 1
return (a_Meta != 0) ? --a_Meta : a_Meta;
// Wires always deliver power to the block underneath
return Power;
}
// Wires always deliver power to the block underneath, and any directly connecting mechanisms
if (
NIBBLETYPE QueryMeta;
const auto & Data = DataForChunk(a_Chunk);
const auto Block = Data.WireStates.find(a_Position)->second;
(a_QueryPosition == (a_Position + OffsetYM)) ||
(a_Chunk.UnboundedRelGetBlockMeta(a_QueryPosition, QueryMeta) && IsDirectlyConnectingMechanism(a_QueryBlockType, QueryMeta, a_QueryPosition - a_Position))
)
DoWithDirectionState(QueryOffset, Block, [a_QueryBlockType, &Power](const auto Left, const auto Front, const auto Right)
{
return a_Meta;
}
using LeftState = std::remove_reference_t<decltype(Left)>;
using FrontState = std::remove_reference_t<decltype(Front)>;
using RightState = std::remove_reference_t<decltype(Right)>;
/*
Okay, we do not directly connect to the wire.
If there are no DC mechanisms at all, the wire powers all laterals. Great, we fall out the loop.
If there is one DC mechanism, the wire "goes straight" along the axis of the wire and mechanism.
The only possible way for us to be powered is for us to be on the opposite end, with the wire pointing towards us.
If there is more than one DC, no non-DCs are powered.
*/
Vector3i PotentialOffset;
bool FoundOneBorderingMechanism = false;
if (
ForTerracingConnectionOffsets(a_Chunk, a_Position, [&a_Chunk, a_Position, &FoundOneBorderingMechanism, &PotentialOffset](const Vector3i Offset)
// Wires always deliver power to any directly connecting mechanisms:
if (Front != FrontState::None)
{
BLOCKTYPE Block;
NIBBLETYPE Meta;
if (
!a_Chunk.UnboundedRelGetBlock(Offset + a_Position, Block, Meta) ||
!IsDirectlyConnectingMechanism(Block, Meta, Offset)
)
if ((a_QueryBlockType == E_BLOCK_REDSTONE_WIRE) && (Power != 0))
{
return false;
// For mechanisms, wire of power one will still power them
// But for wire-to-wire connections, power level decreases by 1:
Power--;
}
if (FoundOneBorderingMechanism)
{
// Case 3
return true;
}
return;
}
// Potential case 2
FoundOneBorderingMechanism = true;
PotentialOffset = { -Offset.x, 0, -Offset.z };
/*
Okay, we do not directly connect to the wire.
1. If there are no DC mechanisms at all, the wire powers all laterals. Great, left and right are both None.
2. If there is one DC mechanism, the wire "goes straight" along the axis of the wire and mechanism.
The only possible way for us to be powered is for us to be on the opposite end, with the wire pointing towards us.
Check that left and right are both None.
3. If there is more than one DC, no non-DCs are powered. Left, right, cannot both be None.
*/
if ((Left == LeftState::None) && (Right == RightState::None))
{
// Case 1
// Case 2
return;
}
return false;
})
)
{
// Case 3
return 0;
}
Power = 0;
});
if (FoundOneBorderingMechanism && (a_QueryPosition != (a_Position + PotentialOffset)))
{
// Case 2 fail
return 0;
}
// Case 1
// Case 2 success
return a_Meta;
return Power;
}
virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating dusty the wire (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel);
if (a_Meta != a_PoweringData.PowerLevel)
if (a_Meta == a_PoweringData.PowerLevel)
{
a_Chunk.SetMeta(a_Position, a_PoweringData.PowerLevel);
return;
}
// Notify block below us to update:
UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, a_Position + OffsetYM);
a_Chunk.SetMeta(a_Position, a_PoweringData.PowerLevel);
// Notify all terracing positions:
ForTerracingConnectionOffsets(a_Chunk, a_Position, [&a_Chunk, &CurrentlyTicking, a_Position](const Vector3i Offset)
// Notify all positions, sans YP, to update:
for (const auto Offset : RelativeAdjacents)
{
if (Offset == OffsetYP)
{
UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, a_Position + Offset);
return false;
});
continue;
}
UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, a_Position, Offset);
}
}
virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
virtual void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
{
UNUSED(a_Chunk);
UNUSED(a_BlockType);
UNUSED(a_Meta);
Callback(a_Position + OffsetYP);
Callback(a_Position + OffsetYM);
ForTerracingConnectionOffsets(a_Chunk, a_Position, [&Callback, a_Position](const Vector3i Offset)
const auto & Data = DataForChunk(a_Chunk);
const auto Block = Data.WireStates.find(a_Position)->second;
// Figure out, based on our pre-computed block, where we connect to:
for (const auto Offset : RelativeLaterals)
{
Callback(a_Position + Offset);
return false;
});
const auto Relative = a_Position + Offset;
Callback(Relative);
DoWithDirectionState(Offset, Block, [&a_Chunk, &Callback, Relative](auto, const auto Front, auto)
{
using FrontState = std::remove_reference_t<decltype(Front)>;
if (Front == FrontState::Up)
{
Callback(Relative + OffsetYP);
}
else if (Front == FrontState::Side)
{
// Alas, no way to distinguish side lateral and side diagonal
// Have to do a manual check to only accept power from YM diagonal if there's a wire there
const auto YMDiagonalPosition = Relative + OffsetYM;
if (
BLOCKTYPE Block;
cChunkDef::IsValidHeight(YMDiagonalPosition.y) &&
a_Chunk.UnboundedRelGetBlockType(YMDiagonalPosition, Block) &&
(Block == E_BLOCK_REDSTONE_WIRE)
)
{
Callback(YMDiagonalPosition);
}
}
});
}
}
};