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authordaniel0916 <theschokolps@gmail.com>2014-04-07 20:12:17 +0200
committerdaniel0916 <theschokolps@gmail.com>2014-04-07 20:12:17 +0200
commit2e9754ac1cf0537c12ab7974cf55c451c0724540 (patch)
tree713c5b8c8f22f77893b30b9c8cefca4a7c491483 /src/Simulator/RedstoneSimulator.h
parentFixed merge conflict (diff)
parentFixed some more minor issues with the redstone simulator. (diff)
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Diffstat (limited to 'src/Simulator/RedstoneSimulator.h')
-rw-r--r--src/Simulator/RedstoneSimulator.h250
1 files changed, 2 insertions, 248 deletions
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index bb2efeb8a..b3e20c9a5 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -3,10 +3,6 @@
#include "Simulator.h"
-/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
-typedef cCoordWithBlockVector cRedstoneSimulatorChunkData;
-
-
@@ -14,250 +10,8 @@ class cRedstoneSimulator :
public cSimulator
{
typedef cSimulator super;
+
public:
-
cRedstoneSimulator(cWorld & a_World);
- ~cRedstoneSimulator();
-
- virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
-
- enum eRedstoneDirection
- {
- REDSTONE_NONE = 0,
- REDSTONE_X_POS = 0x1,
- REDSTONE_X_NEG = 0x2,
- REDSTONE_Z_POS = 0x4,
- REDSTONE_Z_NEG = 0x8,
- };
- eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
-
-private:
-
- struct sPoweredBlocks // Define structure of the directly powered blocks list
- {
- Vector3i a_BlockPos; // Position of powered block
- Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
- };
-
- struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
- {
- Vector3i a_BlockPos;
- Vector3i a_MiddlePos;
- Vector3i a_SourcePos;
- };
-
- struct sSimulatedPlayerToggleableList
- {
- Vector3i a_BlockPos;
- bool WasLastStatePowered;
- };
-
- struct sRepeatersDelayList
- {
- Vector3i a_BlockPos;
- short a_DelayTicks;
- short a_ElapsedTicks;
- bool ShouldPowerOn;
- };
-
- typedef std::vector <sPoweredBlocks> PoweredBlocksList;
- typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
- typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
- typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
-
- PoweredBlocksList m_PoweredBlocks;
- LinkedBlocksList m_LinkedPoweredBlocks;
- SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
- RepeatersDelayList m_RepeatersDelayList;
-
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
- // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
- // In addition to being non-performant, it would stop the player from actually breaking said device
-
- /* ====== SOURCES ====== */
- /** Handles the redstone torch */
- void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /** Handles the redstone block */
- void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles levers */
- void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles buttons */
- void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
- /** Handles daylight sensors */
- void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles pressure plates */
- void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
- /* ==================== */
-
- /* ====== CARRIERS ====== */
- /** Handles redstone wire */
- void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles repeaters */
- void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /* ====================== */
-
- /* ====== DEVICES ====== */
- /** Handles pistons */
- void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles dispensers and droppers */
- void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles TNT (exploding) */
- void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles redstone lamps */
- void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /** Handles doords */
- void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles command blocks */
- void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles activator, detector, and powered rails */
- void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
- /** Handles trapdoors */
- void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles noteblocks */
- void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /* ===================== */
-
- /* ====== Helper functions ====== */
- /** Marks a block as powered */
- void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
- /** Marks a block as being powered through another block */
- void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
- /** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
- void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
- /** Marks the second block in a direction as linked powered */
- void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
- /** Marks all blocks immediately surrounding a coordinate as powered */
- void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
- /** Queues a repeater to be powered or unpowered */
- void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
-
- /** Returns if a coordinate is powered or linked powered */
- bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
- /** Returns if a coordinate is in the directly powered blocks list */
- bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Returns if a coordinate is in the indirectly powered blocks list */
- bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
- bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
- /** Returns if a repeater is powered */
- bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
- /** Returns if a piston is powered */
- bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
- /** Returns if a wire is powered
- The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
- */
- bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
-
-
- /** Returns if lever metadata marks it as emitting power */
- bool IsLeverOn(NIBBLETYPE a_BlockMeta);
- /** Returns if button metadata marks it as emitting power */
- bool IsButtonOn(NIBBLETYPE a_BlockMeta);
- /* ============================== */
-
- /* ====== Misc Functions ====== */
- /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
- inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
-
- /** Returns if a block is a mechanism (something that accepts power and does something) */
- inline static bool IsMechanism(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_POWERED_RAIL:
- {
- return true;
- }
- default: return false;
- }
- }
-
- /** Returns if a block has the potential to output power */
- inline static bool IsPotentialSource(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_LEVER:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_ACTIVE_COMPARATOR:
- {
- return true;
- }
- default: return false;
- }
- }
- /** Returns if a block is any sort of redstone device */
- inline static bool IsRedstone(BLOCKTYPE Block)
- {
- switch (Block)
- {
- // All redstone devices, please alpha sort
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DAYLIGHT_SENSOR:
- 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_IRON_DOOR:
- case E_BLOCK_LEVER:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_NOTE_BLOCK:
- 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_STICKY_PISTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- 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;
- }
- }
-};
+} ;