#include "Globals.h"
#include "IncrementalRedstoneSimulator.h"
#include "../../Chunk.h"
#include "CommandBlockHandler.h"
#include "DoorHandler.h"
#include "RedstoneHandler.h"
#include "RedstoneTorchHandler.h"
#include "RedstoneWireHandler.h"
#include "RedstoneRepeaterHandler.h"
#include "RedstoneToggleHandler.h"
#include "SolidBlockHandler.h"
#include "RedstoneLampHandler.h"
#include "RedstoneBlockHandler.h"
#include "PistonHandler.h"
#include "SmallGateHandler.h"
#include "NoteBlockHandler.h"
#include "ObserverHandler.h"
#include "TNTHandler.h"
#include "PoweredRailHandler.h"
#include "PressurePlateHandler.h"
#include "TripwireHookHandler.h"
#include "DropSpenserHandler.h"
#include "RedstoneComparatorHandler.h"
#include "TrappedChestHandler.h"
#include "HopperHandler.h"
const cRedstoneHandler * cIncrementalRedstoneSimulator::GetComponentHandler(BLOCKTYPE a_BlockType)
{
struct sComponents:
public std::array<std::unique_ptr<cRedstoneHandler>, 256>
{
sComponents()
{
for (size_t i = 0; i != 256; ++i)
{
(*this)[i] = cIncrementalRedstoneSimulator::CreateComponent(static_cast<BLOCKTYPE>(i));
}
}
};
static sComponents Components;
return Components[a_BlockType].get();
}
std::unique_ptr<cRedstoneHandler> cIncrementalRedstoneSimulator::CreateComponent(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_POWERED_RAIL: return cpp14::make_unique<cPoweredRailHandler>();
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_INACTIVE_COMPARATOR: return cpp14::make_unique<cRedstoneComparatorHandler>();
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER: return cpp14::make_unique<cDropSpenserHandler>();
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_WOODEN_PRESSURE_PLATE: return cpp14::make_unique<cPressurePlateHandler>();
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_TRAPDOOR: return cpp14::make_unique<cSmallGateHandler>();
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON: return cpp14::make_unique<cRedstoneLampHandler>();
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON: return cpp14::make_unique<cRedstoneRepeaterHandler>();
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON: return cpp14::make_unique<cRedstoneTorchHandler>();
case E_BLOCK_OBSERVER: return cpp14::make_unique<cObserverHandler>();
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON: return cpp14::make_unique<cPistonHandler>();
case E_BLOCK_LEVER:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_WOODEN_BUTTON: return cpp14::make_unique<cRedstoneToggleHandler>();
case E_BLOCK_BLOCK_OF_REDSTONE: return cpp14::make_unique<cRedstoneBlockHandler>();
case E_BLOCK_COMMAND_BLOCK: return cpp14::make_unique<cCommandBlockHandler>();
case E_BLOCK_HOPPER: return cpp14::make_unique<cHopperHandler>();
case E_BLOCK_NOTE_BLOCK: return cpp14::make_unique<cNoteBlockHandler>();
case E_BLOCK_REDSTONE_WIRE: return cpp14::make_unique<cRedstoneWireHandler>();
case E_BLOCK_TNT: return cpp14::make_unique<cTNTHandler>();
case E_BLOCK_TRAPPED_CHEST: return cpp14::make_unique<cTrappedChestHandler>();
case E_BLOCK_TRIPWIRE_HOOK: return cpp14::make_unique<cTripwireHookHandler>();
default:
{
if (cBlockDoorHandler::IsDoorBlockType(a_BlockType))
{
return cpp14::make_unique<cDoorHandler>();
}
if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
{
return cpp14::make_unique<cSolidBlockHandler>();
}
return nullptr;
}
}
}
void cIncrementalRedstoneSimulator::Simulate(float a_dt)
{
for (auto & DelayInfo : m_Data.m_MechanismDelays)
{
if ((--DelayInfo.second.first) == 0)
{
m_Data.GetActiveBlocks().emplace_back(DelayInfo.first);
}
}
// Build our work queue
cVector3iArray WorkQueue;
std::swap(WorkQueue, m_Data.GetActiveBlocks());
// Process the work queue
while (!WorkQueue.empty())
{
// Grab the first element and remove it from the list
Vector3i CurrentLocation = WorkQueue.back();
WorkQueue.pop_back();
BLOCKTYPE CurrentBlock;
NIBBLETYPE CurrentMeta;
if (!m_World.GetBlockTypeMeta(CurrentLocation.x, CurrentLocation.y, CurrentLocation.z, CurrentBlock, CurrentMeta))
{
continue;
}
auto CurrentHandler = GetComponentHandler(CurrentBlock);
if (CurrentHandler == nullptr) // Block at CurrentPosition doesn't have a corresponding redstone handler
{
// Clean up cached PowerData for CurrentPosition
GetChunkData()->ErasePowerData(CurrentLocation);
continue;
}
cRedstoneHandler::PoweringData Power;
for (const auto & Location : CurrentHandler->GetValidSourcePositions(m_World, CurrentLocation, CurrentBlock, CurrentMeta))
{
if (!cChunk::IsValidHeight(Location.y))
{
continue;
}
BLOCKTYPE PotentialBlock;
NIBBLETYPE PotentialMeta;
if (!m_World.GetBlockTypeMeta(Location.x, Location.y, Location.z, PotentialBlock, PotentialMeta))
{
continue;
}
auto PotentialSourceHandler = GetComponentHandler(PotentialBlock);
if (PotentialSourceHandler == nullptr)
{
continue;
}
decltype(Power) PotentialPower(PotentialBlock, PotentialSourceHandler->GetPowerDeliveredToPosition(m_World, Location, PotentialBlock, PotentialMeta, CurrentLocation, CurrentBlock));
Power = std::max(Power, PotentialPower);
}
// Inform the handler to update
cVector3iArray Updates = CurrentHandler->Update(m_World, CurrentLocation, CurrentBlock, CurrentMeta, Power);
WorkQueue.insert(WorkQueue.end(), Updates.begin(), Updates.end());
if (IsAlwaysTicked(CurrentBlock))
{
m_Data.GetActiveBlocks().emplace_back(CurrentLocation);
}
}
}
void cIncrementalRedstoneSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
{
// Can't inspect block, so queue update anyway
if (a_Chunk == nullptr)
{
m_Data.WakeUp(a_Block);
return;
}
const auto RelPos = cChunkDef::AbsoluteToRelative(a_Block, a_Chunk->GetPos());
const auto CurBlock = a_Chunk->GetBlock(RelPos);
// Always update redstone devices
if (IsRedstone(CurBlock))
{
m_Data.WakeUp(a_Block);
return;
}
// Never update blocks without a handler
if (GetComponentHandler(CurBlock) == nullptr)
{
GetChunkData()->ErasePowerData(a_Block);
return;
}
// Only update others if there is a redstone device nearby
for (int x = -1; x < 2; ++x)
{
for (int y = -1; y < 2; ++y)
{
if (!cChunkDef::IsValidHeight(RelPos.y + y))
{
continue;
}
for (int z = -1; z < 2; ++z)
{
auto CheckPos = RelPos + Vector3i{x, y, z};
BLOCKTYPE Block;
NIBBLETYPE Meta;
// If we can't read the block, assume it is a mechanism
if (
!a_Chunk->UnboundedRelGetBlock(CheckPos, Block, Meta) ||
IsRedstone(Block)
)
{
m_Data.WakeUp(a_Block);
return;
}
}
}
}
}