Allocate redstone component handlers upfront
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@@ -13,22 +13,17 @@ class cPressurePlateHandler : public cRedstoneHandler
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typedef cRedstoneHandler super;
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public:
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cPressurePlateHandler(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_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 static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
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return static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
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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_Meta);
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@@ -56,7 +51,7 @@ public:
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unsigned int m_NumberOfEntities;
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bool m_FoundPlayer;
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} PressurePlateCallback;
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m_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), PressurePlateCallback);
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a_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), PressurePlateCallback);
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switch (a_BlockType)
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{
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@@ -84,25 +79,26 @@ public:
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}
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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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UNUSED(a_PoweringData.PowerLevel);
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// LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto Power = GetPowerLevel(a_Position, a_BlockType, a_Meta);
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auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
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auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
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auto PreviousPower = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power));
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if (Power != PreviousPower.PowerLevel)
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{
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m_World.SetBlockMeta(a_Position, (Power == 0) ? E_META_PRESSURE_PLATE_RAISED : E_META_PRESSURE_PLATE_DEPRESSED);
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a_World.SetBlockMeta(a_Position, (Power == 0) ? E_META_PRESSURE_PLATE_RAISED : E_META_PRESSURE_PLATE_DEPRESSED);
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return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
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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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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_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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