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path: root/src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h
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#pragma once

#include "RedstoneHandler.h"
#include "../../Blocks/BlockObserver.h"





class cObserverHandler : public cRedstoneHandler
{
public:

	inline static bool IsOn(NIBBLETYPE a_Meta)
	{
		return (a_Meta & 0x8) == 0x8;
	}

	static bool ShouldPowerOn(cWorld & a_World, const Vector3i a_Position, NIBBLETYPE a_Meta, cIncrementalRedstoneSimulatorChunkData * a_Data)
	{
		BLOCKTYPE BlockType;
		NIBBLETYPE BlockMeta;
		if (!a_World.GetBlockTypeMeta(a_Position + cBlockObserverHandler::GetObservingFaceOffset(a_Meta), BlockType, BlockMeta))
		{
			return false;
		}

		// Cache the last seen block type and meta in the power data for this position
		auto Observed = PoweringData(BlockType, BlockMeta);
		auto Previous = a_Data->ExchangeUpdateOncePowerData(a_Position, Observed);

		// Determine if to signal an update based on the block previously observed changed
		return (Previous.PoweringBlock != Observed.PoweringBlock) || (Previous.PowerLevel != Observed.PowerLevel);
	}

	virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
	{
		if (IsOn(a_Meta) && (a_QueryPosition == (a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta))))
		{
			return 15;
		}

		return 0;
	}

	virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
	{
		return IsOn(a_BlockType) ? 15 : 0;
	}

	virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
	{
		// LOGD("Evaluating Lenny the observer (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);

		auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
		auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);

		if (DelayInfo == nullptr)
		{
			if (!ShouldPowerOn(a_World, a_Position, a_Meta, Data))
			{
				return {};
			}

			// From rest, we've determined there was a block update
			// Schedule power-on 1 tick in the future
			Data->m_MechanismDelays[a_Position] = std::make_pair(1, true);

			return {};
		}

		int DelayTicks;
		bool ShouldPowerOn;
		std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;

		if (DelayTicks != 0)
		{
			return {};
		}

		if (ShouldPowerOn)
		{
			// Remain on for 1 tick before resetting
			*DelayInfo = std::make_pair(1, false);
			a_World.SetBlockMeta(a_Position.x, a_Position.y, a_Position.z, a_Meta | 0x8, a_Meta);
		}
		else
		{
			// We've reset. Erase delay data in preparation for detecting further updates
			Data->m_MechanismDelays.erase(a_Position);
			a_World.SetBlockMeta(a_Position.x, a_Position.y, a_Position.z, a_Meta & ~0x8, a_Meta);
		}

		return { a_Position + cBlockObserverHandler::GetSignalOutputOffset(a_Meta) };
	}

	virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
	{
		UNUSED(a_World);
		UNUSED(a_Position);
		UNUSED(a_BlockType);
		UNUSED(a_BlockType);
		return {};
	}
};