Allocate redstone component handlers upfront
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@@ -11,17 +11,12 @@ 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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inline static 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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@@ -38,7 +33,7 @@ public:
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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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if (
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IsOn(a_BlockType) &&
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@@ -51,16 +46,16 @@ 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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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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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 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 Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
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auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
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if (DelayInfo == nullptr)
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@@ -79,7 +74,7 @@ public:
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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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a_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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@@ -91,8 +86,9 @@ public:
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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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return { (a_Position + GetOffsetAttachedTo(a_Position, a_Meta)) };
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}
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