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#pragma once
#include "RedstoneHandler.h"
#include "../RedstoneSimulator.h"
#include <unordered_map>
class cIncrementalRedstoneSimulatorChunkData : public cRedstoneSimulatorChunkData
{
public:
void WakeUp(const Vector3i & a_Position)
{
m_ActiveBlocks.push_back(a_Position);
}
cVector3iArray & GetActiveBlocks()
{
return m_ActiveBlocks;
}
const cRedstoneHandler::PoweringData GetCachedPowerData(const Vector3i & a_Position) const
{
auto Result = m_CachedPowerLevels.find(a_Position);
return (Result == m_CachedPowerLevels.end()) ? cRedstoneHandler::PoweringData() : Result->second;
}
void SetCachedPowerData(const Vector3i & a_Position, cRedstoneHandler::PoweringData a_PoweringData)
{
m_CachedPowerLevels[a_Position] = a_PoweringData;
}
std::pair<int, bool> * GetMechanismDelayInfo(const Vector3i & a_Position)
{
auto Result = m_MechanismDelays.find(a_Position);
return (Result == m_MechanismDelays.end()) ? nullptr : &Result->second;
}
/** Erase cached PowerData for position */
void ErasePowerData(const Vector3i & a_Position)
{
m_CachedPowerLevels.erase(a_Position);
m_MechanismDelays.erase(a_Position);
}
cRedstoneHandler::PoweringData ExchangeUpdateOncePowerData(const Vector3i & a_Position, cRedstoneHandler::PoweringData a_PoweringData)
{
auto Result = m_CachedPowerLevels.find(a_Position);
if (Result == m_CachedPowerLevels.end())
{
m_CachedPowerLevels[a_Position] = a_PoweringData;
return cRedstoneHandler::PoweringData();
}
std::swap(Result->second, a_PoweringData);
return a_PoweringData;
}
/** 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:
cVector3iArray m_ActiveBlocks;
// TODO: map<Vector3i, int> -> Position of torch + it's heat level
std::unordered_map<Vector3i, cRedstoneHandler::PoweringData, VectorHasher<int>> m_CachedPowerLevels;
friend class cRedstoneHandlerFactory;
};
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