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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@@ -15,54 +15,51 @@ class cTrappedChestHandler:
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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_BlockType);
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UNUSED(a_Meta);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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return static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
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return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel;
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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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static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position)
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{
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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int NumberOfPlayers = 0;
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VERIFY(!a_World.DoWithChestAt(a_Position.x, a_Position.y, a_Position.z, [&](cChestEntity & a_Chest)
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VERIFY(
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!a_Chunk.DoWithChestAt(a_Position, [&](cChestEntity & a_Chest)
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{
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ASSERT(a_Chest.GetBlockType() == E_BLOCK_TRAPPED_CHEST);
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NumberOfPlayers = a_Chest.GetNumberOfPlayers();
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return true;
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}
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));
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})
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);
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return static_cast<unsigned char>(std::min(NumberOfPlayers, 15));
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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 & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
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auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
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const auto Power = GetPowerLevel(a_Chunk, a_Position);
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const auto PreviousPower = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
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if (Power != PreviousPower.PowerLevel)
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{
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return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
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UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, OffsetYM);
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UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeLaterals);
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}
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return {};
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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_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return {};
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UNUSED(Callback);
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}
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};
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