Allocate redstone component handlers upfront
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@@ -13,13 +13,9 @@ class cCommandBlockHandler : public cRedstoneHandler
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typedef cRedstoneHandler super;
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public:
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cCommandBlockHandler(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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virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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{
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UNUSED(a_World);
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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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@@ -28,19 +24,20 @@ public:
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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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virtual unsigned char GetPowerLevel(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_World);
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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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virtual cVector3iArray Update(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating commander the cmdblck (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto Previous = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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auto Previous = static_cast<cIncrementalRedstoneSimulator *>(a_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 activate
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@@ -57,12 +54,13 @@ public:
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}
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} CmdBlockSP;
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m_World.DoWithCommandBlockAt(a_Position.x, a_Position.y, a_Position.z, CmdBlockSP);
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a_World.DoWithCommandBlockAt(a_Position.x, a_Position.y, a_Position.z, CmdBlockSP);
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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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virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_World);
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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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