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 cSolidBlockHandler : public cRedstoneHandler
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{
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typedef cRedstoneHandler super;
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public:
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cSolidBlockHandler(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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// TODO: wire isn't linked powered only if the source was a wire, not just because it is a wire
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return (
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!cIncrementalRedstoneSimulator::IsRedstone(a_QueryBlockType) ||
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(
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(a_QueryBlockType == E_BLOCK_REDSTONE_WIRE) &&
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(static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PoweringBlock == E_BLOCK_REDSTONE_WIRE)
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)
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) ? 0 : GetPowerLevel(a_Position, a_BlockType, a_Meta);
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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 static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
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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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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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LOGD("Evaluating blocky the generic block (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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if ((a_PoweringData != PreviousPower) || (a_PoweringData.PoweringBlock != PreviousPower.PoweringBlock))
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{
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return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
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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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UNUSED(a_Meta);
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/* TODO: is this more performant?
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cVector3iArray Adjacents;
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for (const auto Offset : GetRelativeAdjacents())
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{
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auto Position = Offset + a_Position;
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auto Block = m_World.GetBlock(Position);
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if ((Block == E_BLOCK_REDSTONE_REPEATER_ON) || (Block == E_BLOCK_REDSTONE_WIRE) || (Block == E_BLOCK_TRIPWIRE_HOOK))
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{
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Adjacents.emplace_back(Position);
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}
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}
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*/
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return GetAdjustedRelatives(a_Position, GetRelativeAdjacents());
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}
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};
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