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-rw-r--r--source/Simulator/RedstoneSimulator.h234
1 files changed, 0 insertions, 234 deletions
diff --git a/source/Simulator/RedstoneSimulator.h b/source/Simulator/RedstoneSimulator.h
deleted file mode 100644
index d3002394a..000000000
--- a/source/Simulator/RedstoneSimulator.h
+++ /dev/null
@@ -1,234 +0,0 @@
-
-#pragma once
-
-#include "Simulator.h"
-
-/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
-typedef cCoordWithIntList cRedstoneSimulatorChunkData;
-
-
-
-
-
-class cRedstoneSimulator :
- public cSimulator
-{
- typedef cSimulator super;
-public:
-
- cRedstoneSimulator(cWorld & a_World);
- ~cRedstoneSimulator();
-
- virtual void Simulate(float a_Dt) override {}; // Not used in this simulator
- 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
- BLOCKTYPE a_SourceBlock; // The source block type (for pistons pushing away sources and replacing with non source etc.)
- };
-
- 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;
- BLOCKTYPE a_SourceBlock;
- BLOCKTYPE a_MiddleBlock;
- };
-
- typedef std::vector <sPoweredBlocks> PoweredBlocksList;
- typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
-
- PoweredBlocksList m_PoweredBlocks;
- LinkedBlocksList m_LinkedPoweredBlocks;
-
- 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 ====== */
- /// <summary>Handles the redstone torch</summary>
- void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /// <summary>Handles the redstone block</summary>
- void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles levers</summary>
- void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles buttons</summary>
- void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
- /* ==================== */
-
- /* ====== CARRIERS ====== */
- /// <summary>Handles redstone wire</summary>
- void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles repeaters</summary>
- void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /* ====================== */
-
- /* ====== DEVICES ====== */
- /// <summary>Handles pistons</summary>
- void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles dispensers and droppers</summary>
- void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles TNT (exploding)</summary>
- void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles redstone lamps</summary>
- void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /// <summary>Handles doords</summary>
- void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles activator, detector, and powered rails</summary>
- void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
- /* ===================== */
-
- /* ====== Helper functions ====== */
- /// <summary>Marks a block as powered</summary>
- void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
- /// <summary>Marks a block as being powered through another block</summary>
- 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);
- /// <summary>Marks the second block in a direction as linked powered</summary>
- void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
- /// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
- void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
-
- /// <summary>Returns if a coordinate is powered or linked powered</summary>
- bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Returns if a repeater is powered</summary>
- bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
-
- /// <summary>Returns if lever metadata marks it as emitting power</summary>
- bool IsLeverOn(NIBBLETYPE a_BlockMeta);
- /// <summary>Returns if button metadata marks it as emitting power</summary>
- bool IsButtonOn(NIBBLETYPE a_BlockMeta);
- /* ============================== */
-
- /* ====== Misc Functions ====== */
- /// <summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
- inline static bool IsViableMiddleBlock(BLOCKTYPE Block)
- {
- if (!g_BlockIsSolid[Block]) { return false; }
-
- switch (Block)
- {
- // Add SOLID but not viable middle blocks here
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- {
- return false;
- }
- default:
- {
- return true;
- }
- }
- }
-
- /// <summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
- inline static bool IsMechanism(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_ACTIVATOR_RAIL:
- 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;
- }
- }
-
- /// <summary>Returns if a block has the potential to output power</summary>
- inline static bool IsPotentialSource(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- 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;
- }
- }
-
- /// <summary>Returns if a block is any sort of redstone device</summary>
- 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_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_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;
- }
- }
-}; \ No newline at end of file