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
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#pragma once
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#include "RedstoneHandler.h"
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#include "BlockEntities/NoteEntity.h"
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class cNoteBlockHandler : public cRedstoneHandler
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{
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typedef cRedstoneHandler super;
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public:
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cNoteBlockHandler(cWorld & a_World) :
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super(a_World)
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{
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}
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virtual unsigned char GetPowerDeliveredToPosition(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) override
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{
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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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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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return 0;
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}
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virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
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{
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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(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) override
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{
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LOGD("Evaluating sparky the magical note block (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel);
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auto Previous = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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if ((Previous.PowerLevel != 0) || (a_PoweringData.PowerLevel == 0))
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{
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// If we're already powered or received an update of no power, don't make a sound
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return {};
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}
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class cSetPowerToNoteBlock : public cNoteBlockCallback
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{
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public:
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virtual bool Item(cNoteEntity * a_NoteBlock) override
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{
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a_NoteBlock->MakeSound();
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return false;
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}
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} NoteBlockSP;
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m_World.DoWithNoteBlockAt(a_Position.x, a_Position.y, a_Position.z, NoteBlockSP);
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return {};
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}
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virtual cVector3iArray GetValidSourcePositions(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
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{
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());;
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}
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};
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