#pragma once
#include <stack>
#include "Chunk.h"
#include "BlockState.h"
#include "Simulator/RedstoneSimulator.h"
using PowerLevel = unsigned char;
class cIncrementalRedstoneSimulatorChunkData final : public cRedstoneSimulatorChunkData
{
public:
void WakeUp(const Vector3i & a_Position)
{
m_ActiveBlocks.push(a_Position);
}
auto & GetActiveBlocks()
{
return m_ActiveBlocks;
}
PowerLevel GetCachedPowerData(const Vector3i Position) const
{
auto Result = m_CachedPowerLevels.find(Position);
return (Result == m_CachedPowerLevels.end()) ? 0 : Result->second;
}
void SetCachedPowerData(const Vector3i Position, const PowerLevel PowerLevel)
{
m_CachedPowerLevels[Position] = PowerLevel;
}
std::pair<int, bool> * GetMechanismDelayInfo(const Vector3i Position)
{
auto Result = m_MechanismDelays.find(Position);
return (Result == m_MechanismDelays.end()) ? nullptr : &Result->second;
}
/** Erase all cached redstone data for position. */
void ErasePowerData(const Vector3i Position)
{
m_CachedPowerLevels.erase(Position);
m_MechanismDelays.erase(Position);
AlwaysTickedPositions.erase(Position);
WireStates.erase(Position);
ObserverCache.erase(Position);
}
PowerLevel ExchangeUpdateOncePowerData(const Vector3i & a_Position, PowerLevel Power)
{
auto Result = m_CachedPowerLevels.find(a_Position);
if (Result == m_CachedPowerLevels.end())
{
m_CachedPowerLevels[a_Position] = Power;
return 0;
}
return std::exchange(Result->second, Power);
}
/** Adjust From-relative coordinates into To-relative coordinates. */
inline static Vector3i RebaseRelativePosition(const cChunk & From, const cChunk & To, const Vector3i Position)
{
return
{
Position.x + (From.GetPosX() - To.GetPosX()) * cChunkDef::Width,
Position.y,
Position.z + (From.GetPosZ() - To.GetPosZ()) * cChunkDef::Width
};
}
/** Temporary, should be chunk data: wire block store, to avoid recomputing states every time. */
std::unordered_map<Vector3i, BlockState, VectorHasher<int>> WireStates;
std::unordered_set<Vector3i, VectorHasher<int>> AlwaysTickedPositions;
/** Structure storing an observer's last seen block. */
std::unordered_map<Vector3i, std::pair<BLOCKTYPE, NIBBLETYPE>, VectorHasher<int>> ObserverCache;
/** Structure storing position of mechanism + it's delay ticks (countdown) & if to power on. */
std::unordered_map<Vector3i, std::pair<int, bool>, VectorHasher<int>> m_MechanismDelays;
private:
std::stack<Vector3i, std::vector<Vector3i>> m_ActiveBlocks;
// TODO: map<Vector3i, int> -> Position of torch + it's heat level
std::unordered_map<Vector3i, PowerLevel, VectorHasher<int>> m_CachedPowerLevels;
friend class cRedstoneHandlerFactory;
};