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 "Vector3.h"
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#include "RedstoneHandler.h"
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#include "../RedstoneSimulator.h"
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#include <unordered_map>
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class cIncrementalRedstoneSimulatorChunkData : public cRedstoneSimulatorChunkData
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{
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public:
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void WakeUp(const Vector3i & a_Position)
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{
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m_ActiveBlocks.push_back(a_Position);
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}
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cVector3iArray & GetActiveBlocks()
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{
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return m_ActiveBlocks;
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}
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const cRedstoneHandler::PoweringData GetCachedPowerData(const Vector3i & a_Position) const
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{
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auto Result = m_CachedPowerLevels.find(a_Position);
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return (Result == m_CachedPowerLevels.end()) ? cRedstoneHandler::PoweringData() : Result->second;
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}
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void SetCachedPowerData(const Vector3i & a_Position, cRedstoneHandler::PoweringData a_PoweringData)
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{
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m_CachedPowerLevels[a_Position] = a_PoweringData;
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}
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std::pair<int, bool> * GetMechanismDelayInfo(const Vector3i & a_Position)
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{
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auto Result = m_MechanismDelays.find(a_Position);
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return (Result == m_MechanismDelays.end()) ? nullptr : &Result->second;
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}
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cRedstoneHandler::PoweringData ExchangeUpdateOncePowerData(const Vector3i & a_Position, cRedstoneHandler::PoweringData a_PoweringData)
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{
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auto Result = m_CachedPowerLevels.find(a_Position);
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if (Result == m_CachedPowerLevels.end())
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{
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m_CachedPowerLevels[a_Position] = a_PoweringData;
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return cRedstoneHandler::PoweringData();
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}
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std::swap(Result->second, a_PoweringData);
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return a_PoweringData;
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}
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/** Structure storing position of mechanism + it's delay ticks (countdown) & if to power on */
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std::unordered_map<Vector3i, std::pair<int, bool>, VectorHasher<int>> m_MechanismDelays;
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std::unordered_map<Vector3i, bool, VectorHasher<int>> m_UpdateOncePositions;
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private:
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cVector3iArray m_ActiveBlocks;
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// TODO: map<Vector3i, int> -> Position of torch + it's heat level
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std::unordered_map<Vector3i, cRedstoneHandler::PoweringData, VectorHasher<int>> m_CachedPowerLevels;
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friend class cRedstoneHandlerFactory;
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};
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