#include "Globals.h"
#include "IncrementalRedstoneSimulator.h"
#include "BlockType.h"
#include "RedstoneHandler.h"
#include "RedstoneSimulatorChunkData.h"
#include "ForEachSourceCallback.h"
bool cIncrementalRedstoneSimulator::IsAlwaysTicked(BLOCKTYPE a_Block)
{
switch (a_Block) // Call the appropriate simulator for the entry's block type
{
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: return true;
default: return false;
}
}
bool cIncrementalRedstoneSimulator::IsRedstone(BLOCKTYPE a_Block)
{
switch (a_Block)
{
// All redstone devices, please alpha sort
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HOPPER:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_LEVER:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_OBSERVER:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_TRAPPED_CHEST:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_PISTON:
{
return true;
}
default: return false;
}
}
void cIncrementalRedstoneSimulator::ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position)
{
BLOCKTYPE CurrentBlock;
NIBBLETYPE CurrentMeta;
Chunk.GetBlockTypeMeta(Position, CurrentBlock, CurrentMeta);
ForEachSourceCallback Callback(Chunk, Position, CurrentBlock);
RedstoneHandler::ForValidSourcePositions(Chunk, Position, CurrentBlock, CurrentMeta, Callback);
// Inform the handler to update
RedstoneHandler::Update(Chunk, TickingSource, Position, CurrentBlock, CurrentMeta, Callback.Power);
}
void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
for (auto & DelayInfo : ChunkData.m_MechanismDelays)
{
if ((--DelayInfo.second.first) == 0)
{
ChunkData.WakeUp(DelayInfo.first);
}
}
// Build our work queue
auto & WorkQueue = ChunkData.GetActiveBlocks();
// Process the work queue
while (!WorkQueue.empty())
{
// Grab the first element and remove it from the list
Vector3i CurrentLocation = WorkQueue.top();
WorkQueue.pop();
const auto NeighbourChunk = a_Chunk->GetRelNeighborChunkAdjustCoords(CurrentLocation);
if ((NeighbourChunk == nullptr) || !NeighbourChunk->IsValid())
{
continue;
}
ProcessWorkItem(*NeighbourChunk, *a_Chunk, CurrentLocation);
}
for (const auto & Position : ChunkData.AlwaysTickedPositions)
{
ChunkData.WakeUp(Position);
}
}
void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
// Never update blocks without a handler:
if (!IsRedstone(a_Block))
{
return;
}
auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
if (IsAlwaysTicked(a_Block))
{
ChunkData.AlwaysTickedPositions.emplace(a_Position);
}
// Temporary: in the absence of block state support calculate our own:
if (a_Block == E_BLOCK_REDSTONE_WIRE)
{
RedstoneHandler::SetWireState(a_Chunk, a_Position);
}
// Always update redstone devices:
ChunkData.WakeUp(a_Position);
}
cRedstoneSimulatorChunkData * cIncrementalRedstoneSimulator::CreateChunkData()
{
return new cIncrementalRedstoneSimulatorChunkData;
}
void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
// Having WakeUp called on us directly means someone called SetBlock (or WakeUp)
// Since the simulator never does this, something external changed. Clear cached data:
static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData())->ErasePowerData(a_Position);
// Queue the block, in case the set block was redstone:
AddBlock(a_Chunk, a_Position, a_Block);
}
void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block)
{
// This is an automatic cross-coords wakeup by cSimulatorManager
// There is no need to erase power data; if a component was destroyed the 3-arg WakeUp will handle it
AddBlock(a_Chunk, a_Position, a_Block);
// The only thing to do go one block farther than this cross-coord, in the direction of Offset
// in order to notify linked-powered positions that there was a change
for (const auto & Offset : cSimulator::GetLinkedOffsets(a_Offset))
{
auto Relative = a_Position - a_Offset + Offset;
if (!cChunkDef::IsValidHeight(Relative))
{
continue;
}
auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(Relative);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
const auto Block = Chunk->GetBlock(Relative);
AddBlock(*Chunk, Relative, Block);
}
}