Reorganised the redstone simulator
-> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan! * Uses classes and inheritance now * Speed should be improved
This commit is contained in:
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#pragma once
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#include "../RedstoneSimulator.h"
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#include "RedstoneSimulatorChunkData.h"
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class cIncrementalRedstoneSimulator :
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public cRedstoneSimulator
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{
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typedef cRedstoneSimulator super;
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public:
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cIncrementalRedstoneSimulator(cWorld & a_World) :
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super(a_World)
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{
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}
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virtual void Simulate(float a_dt) override;
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virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override {}
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virtual cIncrementalRedstoneSimulatorChunkData * CreateChunkData() override
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{
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return new cIncrementalRedstoneSimulatorChunkData;
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}
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override
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{
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return IsRedstone(a_BlockType);
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}
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override
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{
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m_Data.WakeUp({ a_BlockX, a_BlockY, a_BlockZ });
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}
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/** Returns if a block is a mechanism (something that accepts power and does something)
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Used by torches to determine if they will power a block
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*/
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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_ACACIA_DOOR:
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case E_BLOCK_ACACIA_FENCE_GATE:
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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_BIRCH_DOOR:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_DARK_OAK_DOOR:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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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_INACTIVE_COMPARATOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_PISTON:
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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_WIRE:
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case E_BLOCK_SPRUCE_DOOR:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_WOODEN_DOOR:
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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 redstone device is always ticked due to influence by its environment */
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inline static bool IsAlwaysTicked(BLOCKTYPE a_Block)
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{
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switch (a_Block) // Call the appropriate simulator for the entry's block type
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{
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_TRIPWIRE_HOOK:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: return true;
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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 a_Block)
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{
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switch (a_Block)
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{
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// All redstone devices, please alpha sort
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case E_BLOCK_ACACIA_DOOR:
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case E_BLOCK_ACACIA_FENCE_GATE:
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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_BIRCH_DOOR:
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case E_BLOCK_BIRCH_FENCE_GATE:
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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_DARK_OAK_DOOR:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_DETECTOR_RAIL:
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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_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_IRON_TRAPDOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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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_SPRUCE_DOOR:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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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_TRAPPED_CHEST:
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case E_BLOCK_TRIPWIRE_HOOK:
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case E_BLOCK_TRIPWIRE:
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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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cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; }
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static std::unique_ptr<cRedstoneHandler> CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data);
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private:
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// oh yea its crazy time
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cIncrementalRedstoneSimulatorChunkData m_Data;
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} ;
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