Use SimulateChunk in redstone simulator
+ Improved performance, reduces bottleneck in chunkmap lookup * Stop allocating and throwing away lots of small vectors in Update/GetValidSourcePositions return values - Remove unused GetPowerLevel virtual
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@@ -8,16 +8,13 @@
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class cPistonHandler:
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public cRedstoneHandler
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class cPistonHandler final: public cRedstoneHandler
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{
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using Super = cRedstoneHandler;
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public:
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virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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{
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UNUSED(a_World);
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UNUSED(a_Chunk);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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@@ -26,52 +23,45 @@ public:
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return 0;
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}
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virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_World);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return 0;
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}
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virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating pisty the piston (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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bool ShouldBeExtended = (a_PoweringData.PowerLevel != 0);
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const bool ShouldBeExtended = a_PoweringData.PowerLevel != 0;
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if (ShouldBeExtended == cBlockPistonHandler::IsExtended(a_Meta))
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{
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return {};
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return;
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}
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a_Position = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
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if (ShouldBeExtended)
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{
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cBlockPistonHandler::ExtendPiston(a_Position, a_World);
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cBlockPistonHandler::ExtendPiston(a_Position, *a_Chunk.GetWorld());
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}
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else
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{
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cBlockPistonHandler::RetractPiston(a_Position, a_World);
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cBlockPistonHandler::RetractPiston(a_Position, *a_Chunk.GetWorld());
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}
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// It is necessary to delay after a signal to prevent an infinite loop (#3168)
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// However, that is present as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp
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return {};
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// However, this delay is already present: as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp
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}
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virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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{
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UNUSED(a_World);
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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auto PositionsOffset = GetRelativeAdjacents();
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auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
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int OffsetX = 0, OffsetY = 0, OffsetZ = 0;
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const auto Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
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const auto FrontOffset = AddFaceDirection(Vector3i(), Face);
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AddFaceDirection(OffsetX, OffsetY, OffsetZ, Face);
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PositionsOffset.erase(std::remove(PositionsOffset.begin(), PositionsOffset.end(), Vector3i(OffsetX, OffsetY, OffsetZ)), PositionsOffset.end());
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return GetAdjustedRelatives(a_Position, PositionsOffset);
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for (const auto Offset : RelativeAdjacents)
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{
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if (Offset != FrontOffset)
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{
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Callback(a_Position + Offset);
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}
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}
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}
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};
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