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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class cRedstoneTorchHandler : public cRedstoneHandler
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{
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public:
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cRedstoneTorchHandler(cWorld & a_World) :
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cRedstoneHandler(a_World)
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{
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}
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inline static bool IsOn(BLOCKTYPE a_Block)
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{
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return (a_Block == E_BLOCK_REDSTONE_TORCH_ON);
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}
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inline static const Vector3i GetOffsetAttachedTo(const Vector3i & a_Position, NIBBLETYPE a_Meta)
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{
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switch (a_Meta)
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{
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case E_META_TORCH_FLOOR: return { 0, -1, 0 };
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case E_META_TORCH_EAST: return { -1, 0, 0 };
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case E_META_TORCH_WEST: return { 1, 0, 0 };
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case E_META_TORCH_NORTH: return { 0, 0, 1 };
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case E_META_TORCH_SOUTH: return { 0, 0, -1 };
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default:
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{
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ASSERT(!"Unhandled torch metadata");
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return { 0, 0, 0 };
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}
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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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if (
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IsOn(a_BlockType) &&
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(a_QueryPosition != (a_Position + GetOffsetAttachedTo(a_Position, a_Meta))) &&
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(cIncrementalRedstoneSimulator::IsMechanism(a_QueryBlockType) || (cBlockInfo::FullyOccupiesVoxel(a_QueryBlockType) && (a_QueryPosition == (a_Position + OffsetYP()))))
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)
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{
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return 15;
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}
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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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return IsOn(a_BlockType) ? 15 : 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 torchy the redstone torch (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);
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auto Data = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData();
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auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
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if (DelayInfo == nullptr)
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{
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bool ShouldBeOn = (a_PoweringData.PowerLevel == 0);
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if (ShouldBeOn != IsOn(a_BlockType))
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{
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Data->m_MechanismDelays[a_Position] = std::make_pair(1, ShouldBeOn);
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}
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}
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else
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{
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int DelayTicks;
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bool ShouldPowerOn;
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std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
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if (DelayTicks == 0)
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{
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m_World.SetBlock(a_Position.x, a_Position.y, a_Position.z, ShouldPowerOn ? E_BLOCK_REDSTONE_TORCH_ON : E_BLOCK_REDSTONE_TORCH_OFF, a_Meta);
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Data->m_MechanismDelays.erase(a_Position);
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cVector3iArray RelativePositions = GetRelativeAdjacents();
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RelativePositions.erase(std::remove(RelativePositions.begin(), RelativePositions.end(), GetOffsetAttachedTo(a_Position, a_Meta)), RelativePositions.end());
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return GetAdjustedRelatives(a_Position, RelativePositions);
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}
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}
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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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return { (a_Position + GetOffsetAttachedTo(a_Position, a_Meta)) };
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}
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};
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