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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h390
1 files changed, 389 insertions, 1 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 5bd1ad95d..3d2962c08 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -2,8 +2,396 @@
#pragma once
#include "RedstoneSimulator.h"
+#include "BlockEntities/RedstonePoweredEntity.h"
class cWorld;
class cChunk;
-cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World);
+
+
+
+
+typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback;
+
+
+
+class cIncrementalRedstoneSimulator :
+ public cRedstoneSimulator
+{
+ typedef cRedstoneSimulator super;
+public:
+
+ cIncrementalRedstoneSimulator(cWorld & a_World)
+ : cRedstoneSimulator(a_World)
+ {
+ }
+
+ virtual cRedstoneSimulatorChunkData * CreateChunkData() override
+ {
+ return new cIncrementalRedstoneSimulatorChunkData;
+ }
+
+ 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); }
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+
+ 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:
+
+#define MAX_POWER_LEVEL 15
+
+ 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
+ unsigned char a_PowerLevel;
+ };
+
+ 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; // Position of block that is betwixt a source and the destination
+ Vector3i a_SourcePos;
+ unsigned char a_PowerLevel;
+ };
+
+ struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
+ {
+ Vector3i a_RelBlockPos;
+ bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
+ };
+
+ struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
+ {
+ Vector3i a_RelBlockPos;
+ unsigned char a_DelayTicks; // For how many ticks should the repeater delay
+ unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
+ bool ShouldPowerOn; // What happens when the delay time is fulfilled?
+ };
+
+ class cIncrementalRedstoneSimulatorChunkData :
+ public cRedstoneSimulatorChunkData
+ {
+ public:
+ /// Per-chunk data for the simulator, specified individual chunks to simulate
+ cCoordWithBlockAndBoolVector m_ChunkData;
+ cCoordWithBlockAndBoolVector m_QueuedChunkData;
+ std::vector<sPoweredBlocks> m_PoweredBlocks;
+ std::vector<sLinkedPoweredBlocks> m_LinkedBlocks;
+ std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks;
+ std::vector<sRepeatersDelayList> m_RepeatersDelayList;
+ };
+
+public:
+
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+ typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
+ typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
+
+private:
+
+ cIncrementalRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
+ 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 { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
+ void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = nullptr);
+ cChunk * m_Chunk;
+
+ // 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /** Handles the redstone block */
+ void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles levers */
+ void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles buttons */
+ void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles daylight sensors */
+ void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles pressure plates */
+ void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
+ /** Handles tripwire hooks
+ Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
+ If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
+ */
+ void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles trapped chests */
+ void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ /** Handles redstone wire */
+ void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles repeaters */
+ void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ /** Handles pistons */
+ void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles dispensers and droppers */
+ void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles TNT (exploding) */
+ void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles redstone lamps */
+ void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /** Handles doords */
+ void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles command blocks */
+ void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles activator, detector, and powered rails */
+ void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
+ /** Handles trapdoors */
+ void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles fence gates */
+ void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles noteblocks */
+ void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles tripwires */
+ void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /* ===================== */
+
+ /* ====== Helper functions ====== */
+ /** Marks a block as powered */
+ void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks a block as being powered through another block */
+ void SetBlockLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
+ /** Marks the second block in a direction as linked powered */
+ void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks all blocks immediately surrounding a coordinate as powered */
+ void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
+ bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
+ /** Removes a block from the Powered and LinkedPowered lists
+ Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
+ */
+ void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
+ void SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
+
+ /** Returns if a coordinate is powered or linked powered */
+ bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
+ /** Returns if a coordinate is in the directly powered blocks list */
+ bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
+ /** Returns if a coordinate is in the indirectly powered blocks list */
+ bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
+ bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
+ /** Returns if a repeater is powered by testing for power sources behind the repeater */
+ bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a repeater is locked */
+ bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a piston is powered */
+ bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
+ /** Handles delayed updates to repeaters **/
+ void HandleRedstoneRepeaterDelays(void);
+
+ /** 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) { return IsLeverOn(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 cBlockInfo::FullyOccupiesVoxel(Block); }
+
+ /** Returns if a block is a mechanism (something that accepts power and does something)
+ Used by torches to determine if they power a block whilst not standing on the ground
+ */
+ inline static bool IsMechanism(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_ACACIA_DOOR:
+ case E_BLOCK_ACACIA_FENCE_GATE:
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_BIRCH_DOOR:
+ case E_BLOCK_BIRCH_FENCE_GATE:
+ case E_BLOCK_COMMAND_BLOCK:
+ case E_BLOCK_DARK_OAK_DOOR:
+ case E_BLOCK_DARK_OAK_FENCE_GATE:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_IRON_TRAPDOOR:
+ case E_BLOCK_JUNGLE_DOOR:
+ case E_BLOCK_JUNGLE_FENCE_GATE:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_PISTON:
+ 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_WIRE:
+ case E_BLOCK_SPRUCE_DOOR:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_WOODEN_DOOR:
+ {
+ 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:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_TRAPPED_CHEST:
+ {
+ 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_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_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_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_TRIPWIRE:
+ 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;
+ }
+ }
+
+ inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
+ {
+ return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
+ ((a_BlockX % cChunkDef::Width) <= 1) ||
+ ((a_BlockX % cChunkDef::Width) >= 14) ||
+ ((a_BlockZ % cChunkDef::Width) <= 1) ||
+ ((a_BlockZ % cChunkDef::Width) >= 14)
+ );
+ }
+
+ inline static Vector3i AdjustRelativeCoords(const Vector3i & a_RelPosition)
+ {
+ if (
+ (a_RelPosition.x >= 0) && (a_RelPosition.x < cChunkDef::Width) &&
+ (a_RelPosition.z >= 0) && (a_RelPosition.z < cChunkDef::Width)
+ )
+ {
+ return a_RelPosition;
+ }
+
+ Vector3i RelPos = a_RelPosition;
+
+ // Request for a different chunk, calculate chunk offset:
+ while (RelPos.x >= cChunkDef::Width)
+ {
+ RelPos.x -= cChunkDef::Width;
+ }
+ while (RelPos.x < 0)
+ {
+ RelPos.x += cChunkDef::Width;
+ }
+ while (RelPos.z >= cChunkDef::Width)
+ {
+ RelPos.z -= cChunkDef::Width;
+ }
+ while (RelPos.z < 0)
+ {
+ RelPos.z += cChunkDef::Width;
+ }
+
+ return RelPos;
+ }
+};
+
+
+
+