diff options
Diffstat (limited to '')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 1070 | ||||
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.h | 203 |
2 files changed, 662 insertions, 611 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 7f320af0d..7d9cc93b2 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -3,11 +3,10 @@ #include "BlockEntities/ChestEntity.h" -typedef cItemCallback<cChestEntity> cChestCallback; - #include "Chunk.h" #include "World.h" #include "Blocks/GetHandlerCompileTimeTemplate.h" +#include "Blocks/BlockComparator.h" #include "Blocks/BlockTorch.h" #include "Blocks/BlockLever.h" #include "Blocks/BlockButton.h" @@ -25,41 +24,42 @@ typedef cItemCallback<cChestEntity> cChestCallback; -void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk) +void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) { - if ((a_Chunk == nullptr) || !a_Chunk->IsValid()) + AddBlock(cChunkDef::AbsoluteToRelative({ a_BlockX, a_BlockY, a_BlockZ }, a_Chunk->GetPosX(), a_Chunk->GetPosZ()), a_Chunk, nullptr); +} + + + + + +void cIncrementalRedstoneSimulator::AddBlock(const Vector3i & a_RelBlockPosition, cChunk * a_OriginalChunk, cChunk * a_NeighborChunk) +{ + if ((a_OriginalChunk == nullptr) || !a_OriginalChunk->IsValid()) { return; } - else if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) + else if ((a_RelBlockPosition.y < 0) || (a_RelBlockPosition.y >= cChunkDef::Height)) { return; } - // We may be called with coordinates in a chunk that is not the first chunk parameter - // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter - // Use that Chunk pointer to get a relative position + // The relative block position is relative to the neighboring chunk should it be passed as an argument - int RelX = 0; - int RelZ = 0; BLOCKTYPE Block; NIBBLETYPE Meta; - if (a_OtherChunk != nullptr) + if (a_NeighborChunk != nullptr) { - RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width; - RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width; - a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + a_NeighborChunk->UnboundedRelGetBlock(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, Block, Meta); - // If a_OtherChunk is passed (not nullptr), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block + // If a_OtherChunk is passed (not nullptr), it is the neighbouring chunk of a_Chunk, which itself is the chunk with the block change // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty - a_Chunk->SetIsRedstoneDirty(true); + a_NeighborChunk->SetIsRedstoneDirty(true); } else { - RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; - RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; - a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); + a_OriginalChunk->GetBlockTypeMeta(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, Block, Meta); } // Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid @@ -77,68 +77,61 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, ) ) { - SetSourceUnpowered(RelX, a_BlockY, RelZ, a_OtherChunk != nullptr ? a_OtherChunk : a_Chunk); + SetSourceUnpowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_NeighborChunk != nullptr ? a_NeighborChunk : a_OriginalChunk); } if (!IsViableMiddleBlock(Block)) { - SetInvalidMiddleBlock(RelX, a_BlockY, RelZ, a_OtherChunk != nullptr ? a_OtherChunk : a_Chunk); + SetInvalidMiddleBlock(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_NeighborChunk != nullptr ? a_NeighborChunk : a_OriginalChunk); } - auto & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks; - SimulatedPlayerToggleableBlocks.erase(std::remove_if(SimulatedPlayerToggleableBlocks.begin(), SimulatedPlayerToggleableBlocks.end(), [RelX, a_BlockY, RelZ, Block, this](const sSimulatedPlayerToggleableList & itr) - { - return itr.a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)) && !IsAllowedBlock(Block); - } - ), SimulatedPlayerToggleableBlocks.end()); - - - auto & RepeatersDelayList = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList; - RepeatersDelayList.erase(std::remove_if(RepeatersDelayList.begin(), RepeatersDelayList.end(), [RelX, a_BlockY, RelZ, Block](const sRepeatersDelayList & itr) - { - return itr.a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)) && (Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF); - } - ), RepeatersDelayList.end()); - - if (a_OtherChunk != nullptr) + if (a_NeighborChunk != nullptr) { // DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P return; } + auto RedstoneSimulatorData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_OriginalChunk->GetRedstoneSimulatorData()); - cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData; - for (auto & itr : RedstoneSimulatorChunkData) + auto & SimulatedPlayerToggleableBlocks = RedstoneSimulatorData->m_SimulatedPlayerToggleableBlocks; + if (DoesIgnorePlayerToggle(Block)) { - if ((itr.x == RelX) && (itr.y == a_BlockY) && (itr.z == RelZ)) // We are at an entry matching the current (changed) block - { - if (!IsAllowedBlock(Block)) - { - itr.DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list - } - else - { - itr.DataTwo = false; - itr.Data = Block; // Update block information - } - return; - } + // Initialise the toggleable blocks list so that trapdoors etc. aren't reset on restart (#1887) + SimulatedPlayerToggleableBlocks.emplace( + a_RelBlockPosition, + AreCoordsDirectlyPowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_OriginalChunk) || AreCoordsLinkedPowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_OriginalChunk) + ); // This map won't insert if key already present, so no need to check + } + else + { + SimulatedPlayerToggleableBlocks.erase(a_RelBlockPosition); } + if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF)) + { + RedstoneSimulatorData->m_RepeatersDelayList.erase(a_RelBlockPosition); + } + + auto & RedstoneSimulatorChunkData = RedstoneSimulatorData->m_ChunkData; + auto Iterator = RedstoneSimulatorChunkData.find(a_RelBlockPosition); if (!IsAllowedBlock(Block)) { + if (Iterator != RedstoneSimulatorChunkData.end()) + { + Iterator->second.second = true; // The new blocktype is not redstone; it must be queued to be removed from this list + } return; } - - cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData; - for (const auto & itr : QueuedData) + else { - if ((itr.x == RelX) && (itr.y == a_BlockY) && (itr.z == RelZ)) + if (Iterator != RedstoneSimulatorChunkData.end()) { - // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data + Iterator->second.second = false; // De-schedule removal from list + Iterator->second.first = Block; // Update block information return; } } - QueuedData.emplace_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + + RedstoneSimulatorChunkData.emplace(a_RelBlockPosition, std::make_pair(Block, false)); } @@ -147,25 +140,17 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { - m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData(); + m_RedstoneSimulatorChunkData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData()); if (m_RedstoneSimulatorChunkData == nullptr) { m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData(); a_Chunk->SetRedstoneSimulatorData(m_RedstoneSimulatorChunkData); } - if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty()) + if (m_RedstoneSimulatorChunkData->m_ChunkData.empty()) { return; } - m_RedstoneSimulatorChunkData->m_ChunkData.insert( - m_RedstoneSimulatorChunkData->m_ChunkData.end(), - m_RedstoneSimulatorChunkData->m_QueuedChunkData.begin(), - m_RedstoneSimulatorChunkData->m_QueuedChunkData.end() - ); - - m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear(); - m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks; m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList; m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks; @@ -185,24 +170,25 @@ void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt for (auto dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();) { - if (dataitr->DataTwo) + if (dataitr->second.second) { + // Removal was scheduled - do so dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr); continue; } - switch (dataitr->Data) + switch (dataitr->second.first) // Call the appropriate simulator for the entry's block type { - case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; case E_BLOCK_WOODEN_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: { - HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + HandlePressurePlate(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first); break; } default: break; @@ -210,23 +196,23 @@ void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt if (ShouldUpdateSimulateOnceBlocks) { - switch (dataitr->Data) + switch (dataitr->second.first) { - case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_TNT: HandleTNT(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; + case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_DETECTOR_RAIL: case E_BLOCK_POWERED_RAIL: { - HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + HandleRail(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first); break; } case E_BLOCK_ACACIA_DOOR: @@ -237,7 +223,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt case E_BLOCK_WOODEN_DOOR: case E_BLOCK_IRON_DOOR: { - HandleDoor(dataitr->x, dataitr->y, dataitr->z); + HandleDoor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; } case E_BLOCK_ACACIA_FENCE_GATE: @@ -247,43 +233,49 @@ void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt case E_BLOCK_JUNGLE_FENCE_GATE: case E_BLOCK_SPRUCE_FENCE_GATE: { - HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); + HandleFenceGate(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; } case E_BLOCK_REDSTONE_LAMP_OFF: case E_BLOCK_REDSTONE_LAMP_ON: { - HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + HandleRedstoneLamp(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first); break; } case E_BLOCK_DISPENSER: case E_BLOCK_DROPPER: { - HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z); + HandleDropSpenser(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; } case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: { - HandlePiston(dataitr->x, dataitr->y, dataitr->z); + HandlePiston(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; } case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { - HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + HandleRedstoneRepeater(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first); break; } case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_ON: { - HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); + HandleRedstoneTorch(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first); break; } case E_BLOCK_STONE_BUTTON: case E_BLOCK_WOODEN_BUTTON: { - HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z); + HandleRedstoneButton(dataitr->first.x, dataitr->first.y, dataitr->first.z); + break; + } + case E_BLOCK_ACTIVE_COMPARATOR: + case E_BLOCK_INACTIVE_COMPARATOR: + { + HandleRedstoneComparator(dataitr->first.x, dataitr->first.y, dataitr->first.z); break; } default: break; @@ -299,23 +291,14 @@ void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) { - if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ)) - { - // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk) - AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); + auto CurrentChunkRelative = cChunkDef::AbsoluteToRelative({a_BlockX, a_BlockY, a_BlockZ}, a_Chunk->GetPosX(), a_Chunk->GetPosZ()); + AddBlock(CurrentChunkRelative, a_Chunk); // Alert the current chunk which the block is present in - // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position - // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk); - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk); - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk); - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk); - - return; + for (const auto & BoundaryChunk : GetAdjacentChunks(CurrentChunkRelative, a_Chunk)) + { + // On a chunk boundary, alert all neighbouring chunks which may have a connection with this block + AddBlock(cChunkDef::AbsoluteToRelative({a_BlockX, a_BlockY, a_BlockZ}, BoundaryChunk->GetPosX(), BoundaryChunk->GetPosZ()), a_Chunk, BoundaryChunk); } - - // Not on boundary, just alert this chunk for speed - AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); } @@ -503,152 +486,278 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { - static const struct // Define which directions the wire can receive power from - { - int x, y, z; - } gCrossCoords[] = + static const eBlockFace BlockFaceOffsets[] = { - { 1, 0, 0 }, /* Wires on same level start */ - { -1, 0, 0 }, - { 0, 0, 1 }, - { 0, 0, -1 }, /* Wires on same level stop */ - { 1, 1, 0 }, /* Wires one higher, surrounding self start */ - { -1, 1, 0 }, - { 0, 1, 1 }, - { 0, 1, -1 }, /* Wires one higher, surrounding self stop */ - { 1, -1, 0 }, /* Wires one lower, surrounding self start */ - { -1, -1, 0 }, - { 0, -1, 1 }, - { 0, -1, -1 }, /* Wires one lower, surrounding self stop */ + BLOCK_FACE_XM, + BLOCK_FACE_XP, + BLOCK_FACE_ZM, + BLOCK_FACE_ZP }; - static const struct // Define which directions the wire will check for repeater prescence + static const Vector3i VectorOffsets[] = { - int x, y, z; - } gSideCoords[] = - { - { 1, 0, 0 }, { -1, 0, 0 }, - { 0, 0, 1 }, + { 1, 0, 0 }, { 0, 0, -1 }, - { 0, 1, 0 }, + { 0, 0, 1 } }; + auto RelBlock = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + // Check to see if directly beside a power source - unsigned char MyPower; - if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower)) + unsigned char MyPower = IsWirePowered(RelBlock, m_Chunk); + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + if (MyPower == 0) { - m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0); + SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk); return; } - m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - - if (MyPower < 1) + if (MyPower == MAX_POWER_LEVEL) + { + std::vector<std::pair<Vector3i, cChunk *>> PotentialWireList = { std::make_pair(RelBlock, m_Chunk) }; + while (!PotentialWireList.empty()) + { + auto Current = PotentialWireList.back(); + PotentialWireList.pop_back(); + FindAndPowerBorderingWires(PotentialWireList, Current.first, Current.second); + } + } + else if (MyPower == 1) { return; } + // Wire still powered, power blocks beneath and in direction of facing MyPower--; - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power + SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower); + + int BorderingMechanismCount = 0; + bool RepeaterPresent = false; + Vector3i OffsetToPower; + + for (const auto & Offset : VectorOffsets) { - if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above... + BLOCKTYPE Block; + Vector3i AdjustedOffset = RelBlock + Offset; + if (m_Chunk->UnboundedRelGetBlockType(AdjustedOffset.x, AdjustedOffset.y, AdjustedOffset.z, Block)) { - BLOCKTYPE Type = 0; - if (a_RelBlockY >= cChunkDef::Height - 1) + switch (Block) { - continue; - } - if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type)) - { - continue; - } - if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)... - { - continue; // We don't receive power from that wire + case E_BLOCK_REDSTONE_REPEATER_OFF: + { + BorderingMechanismCount++; + if (!RepeaterPresent) + { + // TODO: only if wire is actually connected to repeater (repeater facing right way) + RepeaterPresent = true; + OffsetToPower = { -Offset.x, Offset.y, -Offset.z }; // Negate to obtain offset in opposite direction since wire powers that way + } + SetBlockPowered(AdjustedOffset, RelBlock, MyPower); + } + case E_BLOCK_REDSTONE_TORCH_ON: + case E_BLOCK_REDSTONE_WIRE: + { + BorderingMechanismCount++; + if (!RepeaterPresent) + { + OffsetToPower = { -Offset.x, Offset.y, -Offset.z }; + } + } + default: break; } } - else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us + } + + if (BorderingMechanismCount == 0) + { + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + for (const auto & BlockFaceOffset : BlockFaceOffsets) { - BLOCKTYPE Type = 0; - if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type)) - { - continue; - } - if (cBlockInfo::IsSolid(Type)) - { - continue; - } + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BlockFaceOffset, MyPower); } + } + else if (BorderingMechanismCount == 1) + { + eBlockFace Face = BlockFaceOffsets[std::distance(VectorOffsets, std::find(VectorOffsets, VectorOffsets + ARRAYCOUNT(VectorOffsets), OffsetToPower))]; + SetBlockPowered(RelBlock + OffsetToPower, RelBlock, MyPower); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face, MyPower); + } +} - BLOCKTYPE Type = 0; - if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type)) + + + + +void cIncrementalRedstoneSimulator::FindAndPowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const Vector3i & a_EntryRelBlockPosition, cChunk * a_EntryChunk) +{ + static const Vector3i LevelOffsets[] = // Wires on same level + { + { 1, 0, 0 }, + { -1, 0, 0 }, + { 0, 0, 1 }, + { 0, 0, -1 }, + }; + static const Vector3i HigherOffsets[] = // Wires one higher, surrounding self + { + { 1, 1, 0 }, + { -1, 1, 0 }, + { 0, 1, 1 }, + { 0, 1, -1 }, + }; + static const Vector3i LowerOffsets[] = // Wires one lower, surrounding self + { + { 1, -1, 0 }, + { -1, -1, 0 }, + { 0, -1, 1 }, + { 0, -1, -1 }, + }; + + for (auto Offset : LevelOffsets) + { + auto AdjustedPos = a_EntryRelBlockPosition + Offset; + auto Neighbour = a_EntryChunk->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z); + auto MyPower = IsWirePowered(a_EntryRelBlockPosition, a_EntryChunk); + + if ((Neighbour == nullptr) || !Neighbour->IsValid()) { - continue; + return; } - if (Type == E_BLOCK_REDSTONE_WIRE) + + if ((Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) && (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour))) { - SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower); } } - for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them + for (auto Offset : HigherOffsets) { - BLOCKTYPE Type = 0; - if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type)) + auto AdjustedPos = a_EntryRelBlockPosition + Offset; + auto Neighbour = a_EntryChunk->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z); + auto MyPower = IsWirePowered(a_EntryRelBlockPosition, a_EntryChunk); + + if ((Neighbour == nullptr) || !Neighbour->IsValid()) { - continue; + return; } - if (Type == E_BLOCK_REDSTONE_REPEATER_OFF) + + if ( + (Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) && + (!cBlockInfo::FullyOccupiesVoxel(a_EntryChunk->GetBlock(a_EntryRelBlockPosition.x, a_EntryRelBlockPosition.y + 1, a_EntryRelBlockPosition.z))) && + (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour))) { - SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower); } } - // Wire still powered, power blocks beneath - SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower); - - switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) + for (auto Offset : LowerOffsets) { - case REDSTONE_NONE: - { - SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); + auto AdjustedPos = a_EntryRelBlockPosition + Offset; + auto Neighbour = a_EntryChunk->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z); + auto MyPower = IsWirePowered(a_EntryRelBlockPosition, a_EntryChunk); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower); - break; - } - case REDSTONE_X_POS: + if ((Neighbour == nullptr) || !Neighbour->IsValid()) { - SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower); - break; + return; } - case REDSTONE_X_NEG: + + if ( + (Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) && + (!cBlockInfo::FullyOccupiesVoxel(Neighbour->GetBlock(AdjustedPos.x, AdjustedPos.y + 1, AdjustedPos.z))) && + (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour))) { - SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower); - break; + PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower); } - case REDSTONE_Z_POS: + } +} + + + + + +void cIncrementalRedstoneSimulator::PowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const Vector3i & a_EntryRelSourcePosition, cChunk * a_EntryChunk, const Vector3i & a_AdjustedPos, cChunk * a_NeighbourChunk, unsigned char a_MyPower) +{ + auto SourcePos = a_EntryRelSourcePosition + Vector3i((a_EntryChunk->GetPosX() - a_NeighbourChunk->GetPosX()) * cChunkDef::Width, 0, (a_EntryChunk->GetPosZ() - a_NeighbourChunk->GetPosZ()) * cChunkDef::Width); + auto & PoweredBlocks = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_NeighbourChunk->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position + auto Position = std::find_if(PoweredBlocks.begin(), PoweredBlocks.end(), [a_AdjustedPos, SourcePos, a_MyPower](const sPoweredBlocks & itr) { return ((itr.m_BlockPos == a_AdjustedPos) && (itr.m_SourcePos == SourcePos)); }); + if (Position != PoweredBlocks.end()) + { + Position->m_PowerLevel = a_MyPower - 1; + } + else + { + PoweredBlocks.emplace_back(a_AdjustedPos, SourcePos, a_MyPower - 1); + + a_NeighbourChunk->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); + } + + a_NeighbourChunk->SetMeta(a_AdjustedPos.x, a_AdjustedPos.y, a_AdjustedPos.z, a_MyPower - 1); + a_PotentialWireList.emplace_back(std::make_pair(a_AdjustedPos, a_NeighbourChunk)); +} + + + + + +void cIncrementalRedstoneSimulator::HandleRedstoneComparator(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) +{ + auto Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + auto HighestSidePower = std::max(IsWirePowered(AdjustRelativeCoords(cBlockComparatorHandler::GetSideCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3, false)), m_Chunk), IsWirePowered(AdjustRelativeCoords(cBlockComparatorHandler::GetSideCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3, true)), m_Chunk)); + auto FrontCoordinate = AdjustRelativeCoords(cBlockComparatorHandler::GetFrontCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3)); + unsigned char Power = 0; + + class cContainerCallback : public cBlockEntityCallback + { + public: + cContainerCallback() : m_SignalStrength(0) { - SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower); - break; } - case REDSTONE_Z_NEG: + + virtual bool Item(cBlockEntity * a_BlockEntity) override { - SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower); - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower); - break; + auto & Contents = static_cast<cBlockEntityWithItems *>(a_BlockEntity)->GetContents(); + float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value + for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot) + { + Fullness += Contents.GetSlot(Slot).m_ItemCount / Contents.GetSlot(Slot).GetMaxStackSize(); + } + + m_SignalStrength = static_cast<unsigned char>(1 + (Fullness / Contents.GetNumSlots()) * 14); + return false; } + + unsigned char m_SignalStrength; + } CCB; + + auto AbsoluteComparatorCoords = cChunkDef::RelativeToAbsolute(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), m_Chunk->GetPosX(), m_Chunk->GetPosZ()); + auto AbsoluteRearCoords = cBlockComparatorHandler::GetRearCoordinate(AbsoluteComparatorCoords.x, AbsoluteComparatorCoords.y, AbsoluteComparatorCoords.z, Meta & 0x3); + + m_Chunk->DoWithBlockEntityAt(AbsoluteRearCoords.x, AbsoluteRearCoords.y, AbsoluteRearCoords.z, CCB); + auto RearPower = std::max(CCB.m_SignalStrength, IsWirePowered(AdjustRelativeCoords(cBlockComparatorHandler::GetRearCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3)), m_Chunk)); + + if ((Meta & 0x4) == 0x4) + { + // Subtraction mode + Power = std::max(static_cast<unsigned char>(RearPower - HighestSidePower), std::numeric_limits<unsigned char>::min()); + } + else + { + // Comparison mode + Power = (std::max(HighestSidePower, RearPower) == HighestSidePower) ? 0 : RearPower; + } + + if (Power > 0) + { + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x8); + SetBlockPowered(FrontCoordinate, Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), Power); + } + else + { + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7); + SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk); } } @@ -680,19 +789,50 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int */ // Create a variable holding my meta to avoid multiple lookups. - NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); - if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: + if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta)) // If we're locked, change nothing. Otherwise: { - bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta); + bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta); if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked. { - QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true); + QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. { - QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false); + QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta, false); + } + } + + if (IsOn) + { + switch (Meta & 0x3) // We only want the direction (bottom) bits + { + case 0x0: + { + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM); + break; + } + case 0x1: + { + SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP); + break; + } + case 0x2: + { + SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP); + break; + } + case 0x3: + { + SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); + SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM); + break; + } } } } @@ -702,60 +842,29 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays() { for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();) { - if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? + if (itr->second.a_ElapsedTicks >= itr->second.a_DelayTicks) // Has the elapsed ticks reached the target ticks? { - int RelBlockX = itr->a_RelBlockPos.x; - int RelBlockY = itr->a_RelBlockPos.y; - int RelBlockZ = itr->a_RelBlockPos.z; BLOCKTYPE Block; NIBBLETYPE Meta; - m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta); - if (itr->ShouldPowerOn) + m_Chunk->GetBlockTypeMeta(itr->first.x, itr->first.y, itr->first.z, Block, Meta); + if (itr->second.ShouldPowerOn) { if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance { - m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); - } - - switch (Meta & 0x3) // We only want the direction (bottom) bits - { - case 0x0: - { - SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ); - SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM); - break; - } - case 0x1: - { - SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); - SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP); - break; - } - case 0x2: - { - SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ); - SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP); - break; - } - case 0x3: - { - SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ); - SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM); - break; - } + m_Chunk->SetBlock(itr->first, E_BLOCK_REDSTONE_REPEATER_ON, Meta); } } else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF) { - m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); + m_Chunk->SetBlock(itr->first.x, itr->first.y, itr->first.z, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); } itr = m_RepeatersDelayList->erase(itr); } else { - LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); - itr->a_ElapsedTicks++; - itr++; + LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->first.x, itr->first.y, itr->first.z, itr->second.a_ElapsedTicks, itr->second.a_DelayTicks); + itr->second.a_ElapsedTicks++; + ++itr; } } } @@ -1017,19 +1126,19 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_ int ChunkX, ChunkZ; cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ); - if (!this->m_World.IsChunkLighted(ChunkX, ChunkZ)) + if (!m_World.IsChunkLighted(ChunkX, ChunkZ)) { - this->m_World.QueueLightChunk(ChunkX, ChunkZ); + m_World.QueueLightChunk(ChunkX, ChunkZ); } else { - if (m_Chunk->GetTimeAlteredLight(this->m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8) + if (m_Chunk->GetTimeAlteredLight(m_Chunk->GetSkyLight(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ)) > 8) { SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); } else { - WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk); + SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk); } } } @@ -1452,30 +1561,18 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, in { // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter - for (const auto & itr : ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks) // Check powered list - { - if (itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) - { - return true; - } - } - return false; + const auto & Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks; + return std::find_if(Data.begin(), Data.end(), [a_RelBlockX, a_RelBlockY, a_RelBlockZ](const sPoweredBlocks & itr) { return itr.m_BlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }) != Data.end(); } -bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) +bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk) { - for (const auto & itr : *m_LinkedPoweredBlocks) // Check linked powered list - { - if (itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) - { - return true; - } - } - return false; + const auto & Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks; + return std::find_if(Data.begin(), Data.end(), [a_RelBlockX, a_RelBlockY, a_RelBlockZ](const sLinkedPoweredBlocks & itr) { return itr.a_BlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }) != Data.end(); } @@ -1488,7 +1585,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel for (const auto & itr : *m_PoweredBlocks) { - if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) + if (!itr.m_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } @@ -1498,7 +1595,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel case 0x0: { // Flip the coords to check the back of the repeater - if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))) + if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))) { return true; } @@ -1506,7 +1603,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel } case 0x1: { - if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))) + if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))) { return true; } @@ -1514,7 +1611,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel } case 0x2: { - if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))) + if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))) { return true; } @@ -1522,7 +1619,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel } case 0x3: { - if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))) + if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ))) { return true; } @@ -1542,7 +1639,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel { case 0x0: { - if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))) + if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))) { return true; } @@ -1550,7 +1647,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel } case 0x1: { - if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))) + if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))) { return true; } @@ -1558,7 +1655,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel } case 0x2: { - if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))) + if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))) { return true; } @@ -1566,7 +1663,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel } case 0x3: { - if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))) + if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ))) { return true; } @@ -1667,7 +1764,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl for (const auto & itr : *m_PoweredBlocks) { - if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) + if (!itr.m_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; } @@ -1675,7 +1772,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl int X = a_RelBlockX, Z = a_RelBlockZ; AddFaceDirection(X, a_RelBlockY, Z, Face); - if (!itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z)))) + if (!itr.m_SourcePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z)))) { return true; } @@ -1702,35 +1799,35 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl -bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel) +unsigned char cIncrementalRedstoneSimulator::IsWirePowered(Vector3i a_RelBlockPosition, cChunk * a_Chunk) { - a_PowerLevel = 0; + unsigned char PowerLevel = 0; - for (const auto & itr : *m_PoweredBlocks) // Check powered list + for (const auto & itr : static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks) // Check powered list { - if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) + if (itr.m_BlockPos != a_RelBlockPosition) { continue; } - a_PowerLevel = std::max(itr.a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block) + PowerLevel = std::max(itr.m_PowerLevel, PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block) } - for (const auto & itr : *m_LinkedPoweredBlocks) // Check linked powered list + for (const auto & itr : static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks) // Check linked powered list { - if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) + if (itr.a_BlockPos != a_RelBlockPosition) { continue; } BLOCKTYPE Type = E_BLOCK_AIR; - if (!m_Chunk->UnboundedRelGetBlockType(itr.a_SourcePos.x, itr.a_SourcePos.y, itr.a_SourcePos.z, Type) || (Type == E_BLOCK_REDSTONE_WIRE)) + if (!a_Chunk->UnboundedRelGetBlockType(itr.a_SourcePos.x, itr.a_SourcePos.y, itr.a_SourcePos.z, Type) || (Type == E_BLOCK_REDSTONE_WIRE)) { continue; } - a_PowerLevel = std::max(itr.a_PowerLevel, a_PowerLevel); + PowerLevel = std::max(itr.a_PowerLevel, PowerLevel); } - return (a_PowerLevel != 0); // Answer the inital question: is the wire powered? + return PowerLevel; } @@ -1741,9 +1838,9 @@ bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_Re { for (const auto & itr : *m_SimulatedPlayerToggleableBlocks) { - if (itr.a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) + if (itr.first.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { - if (itr.WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current? + if (itr.second != IsCurrentStatePowered) // Was the last power state different to the current? { return false; // It was, coordinates are no longer simulated } @@ -1869,22 +1966,19 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, i void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel) { - static const struct - { - int x, y, z; - } gCrossCoords[] = - { - { 1, 0, 0 }, - { -1, 0, 0 }, - { 0, 0, 1 }, - { 0, 0, -1 }, - { 0, 1, 0 }, - { 0, -1, 0 } + static const Vector3i Offsets[] = + { + {1, 0, 0}, + { -1, 0, 0}, + {0, 0, 1}, + {0, 0, -1}, + {0, 1, 0}, + {0, -1, 0} }; - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions + for (auto Offset : Offsets) // Loop through struct to power all directions { - SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel); + SetBlockPowered(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ) + Offset, Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), a_PowerLevel); } } @@ -1892,62 +1986,33 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_R -void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel) +void cIncrementalRedstoneSimulator::SetBlockPowered(Vector3i a_RelBlockPosition, Vector3i a_RelSourcePosition, unsigned char a_PowerLevel) { - cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values + cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockPosition.x, a_RelBlockPosition.z); // Adjust coordinates for the later call using these values if ((Neighbour == nullptr) || !Neighbour->IsValid()) { return; } + a_RelSourcePosition.x += (m_Chunk->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width; + a_RelSourcePosition.z += (m_Chunk->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width; - auto & Powered = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position - for (auto itr = Powered.begin(); itr != Powered.end(); ++itr) + auto & Powered = static_cast<cIncrementalRedstoneSimulatorChunkData *>(Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position + for (auto & itr : Powered) { - if ( - itr->a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) && - itr->a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)) - ) + if ((itr.m_BlockPos == a_RelBlockPosition) && (itr.m_SourcePos == a_RelSourcePosition)) { - // Check for duplicates, update power level, don't add a new listing - itr->a_PowerLevel = a_PowerLevel; - return; - } - } - - // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk - for (auto itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) - { - if ( - itr->a_BlockPos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)) && - itr->a_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) && - (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE) - ) - { - BLOCKTYPE Block; - NIBBLETYPE Meta; - Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta); - - if (Block == E_BLOCK_REDSTONE_WIRE) + if (itr.m_PowerLevel != a_PowerLevel) { - if (Meta < a_PowerLevel) - { - m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it - break; - } - else - { - // Powered wires try to power their source - don't let them! - return; - } + // Update power level, don't add a new listing + Neighbour->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); + itr.m_PowerLevel = a_PowerLevel; } + return; } } - sPoweredBlocks RC; - RC.a_BlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - RC.a_SourcePos = Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ); - RC.a_PowerLevel = a_PowerLevel; - Powered.emplace_back(RC); + Powered.emplace_back(a_RelBlockPosition, a_RelSourcePosition, a_PowerLevel); Neighbour->SetIsRedstoneDirty(true); m_Chunk->SetIsRedstoneDirty(true); } @@ -1969,13 +2034,16 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( } cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); - m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelMiddleX, a_RelMiddleZ); if ((Neighbour == nullptr) || !Neighbour->IsValid()) { return; } + a_RelMiddleX += (m_Chunk->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width; + a_RelMiddleZ += (m_Chunk->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width; + a_RelSourceX += (m_Chunk->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width; + a_RelSourceZ += (m_Chunk->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width; - auto & Linked = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks; + auto & Linked = static_cast<cIncrementalRedstoneSimulatorChunkData *>(Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks; for (auto & itr : Linked) // Check linked powered list { if ( @@ -1984,8 +2052,13 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)) ) { - // Check for duplicates, update power level, don't add a new listing - itr.a_PowerLevel = a_PowerLevel; + if (itr.a_PowerLevel != a_PowerLevel) + { + // Update power level, don't add a new listing + Neighbour->SetIsRedstoneDirty(true); + m_Chunk->SetIsRedstoneDirty(true); + itr.a_PowerLevel = a_PowerLevel; + } return; } } @@ -2004,130 +2077,110 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( -void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered) +void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool a_WasLastStatePowered) { - for (auto itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) - { - if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) - { - continue; - } - - if (itr->WasLastStatePowered != WasLastStatePowered) - { - // If power states different, update listing - itr->WasLastStatePowered = WasLastStatePowered; - return; - } - else - { - // If states the same, just ignore - return; - } - } - - // We have arrive here; no block must be in list - add one - sSimulatedPlayerToggleableList RC; - RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); - RC.WasLastStatePowered = WasLastStatePowered; - m_SimulatedPlayerToggleableBlocks->emplace_back(RC); + m_SimulatedPlayerToggleableBlocks->operator[](Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) = a_WasLastStatePowered; } -bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) +void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool a_ShouldPowerOn) { - for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) - { - if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) - { - if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry - { - return false; - } - - // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit - itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description - itr->a_ElapsedTicks = 0; - itr->ShouldPowerOn = ShouldPowerOn; - return false; - } - } - - // Self not in list, add self to list sRepeatersDelayList RC; - RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) // Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; - RC.a_ElapsedTicks = 0; - RC.ShouldPowerOn = ShouldPowerOn; - m_RepeatersDelayList->emplace_back(RC); - return true; + RC.ShouldPowerOn = a_ShouldPowerOn; + + auto Result = m_RepeatersDelayList->emplace(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), RC); + if (!Result.second) + { + // Key exists + if (a_ShouldPowerOn == Result.first->second.ShouldPowerOn) + { + // We are queued already for the same thing, don't replace entry + return; + } + + Result.first->second.a_DelayTicks = RC.a_DelayTicks; + Result.first->second.a_ElapsedTicks = 0; + Result.first->second.ShouldPowerOn = a_ShouldPowerOn; + } } -void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall) +void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk) { - if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid + if ((a_Chunk == nullptr) || !a_Chunk->IsValid()) + { + return; + } + std::vector<std::pair<Vector3i, cChunk *>> BlocksPotentiallyUnpowered = { std::make_pair(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ), a_Chunk) }; + + auto UnpoweringFunction = [&BlocksPotentiallyUnpowered](cChunk * a_LambdaChunk, const Vector3i & a_RelSource) { - if ((a_Chunk == nullptr) || !a_Chunk->IsValid()) + BLOCKTYPE RepeaterType; + if (a_LambdaChunk->UnboundedRelGetBlockType(a_RelSource.x, a_RelSource.y, a_RelSource.z, RepeaterType) && (RepeaterType == E_BLOCK_REDSTONE_REPEATER_ON)) { return; } - } - std::vector<Vector3i> BlocksPotentiallyUnpowered; + auto Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_LambdaChunk->GetRedstoneSimulatorData()); + Data->m_PoweredBlocks.erase(std::remove_if(Data->m_PoweredBlocks.begin(), Data->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, a_LambdaChunk, a_RelSource](const sPoweredBlocks & itr) + { + if (itr.m_SourcePos != a_RelSource) + { + return false; + } - auto Data = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData(); - Data->m_PoweredBlocks.erase(std::remove_if(Data->m_PoweredBlocks.begin(), Data->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSourceX, a_RelSourceY, a_RelSourceZ](const sPoweredBlocks & itr) - { - if (itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))) + BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.m_BlockPos, a_LambdaChunk)); + a_LambdaChunk->SetIsRedstoneDirty(true); + return true; + } + ), Data->m_PoweredBlocks.end()); + + Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_LambdaChunk, a_RelSource](const sLinkedPoweredBlocks & itr) { - BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos); - a_Chunk->SetIsRedstoneDirty(true); + if (itr.a_SourcePos != a_RelSource) + { + return false; + } + + BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, a_LambdaChunk)); + a_LambdaChunk->SetIsRedstoneDirty(true); return true; } - return false; - } - ), Data->m_PoweredBlocks.end()); + ), Data->m_LinkedBlocks.end()); - Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSourceX, a_RelSourceY, a_RelSourceZ](const sLinkedPoweredBlocks & itr) + for (const auto & BoundaryChunk : GetAdjacentChunks(a_RelSource, a_LambdaChunk)) { - if (itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))) + auto BoundaryData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(BoundaryChunk->GetRedstoneSimulatorData()); + Vector3i ChunkAdjustedSource = a_RelSource; + ChunkAdjustedSource.x += (a_LambdaChunk->GetPosX() - BoundaryChunk->GetPosX()) * cChunkDef::Width; + ChunkAdjustedSource.z += (a_LambdaChunk->GetPosZ() - BoundaryChunk->GetPosZ()) * cChunkDef::Width; + + if ( + (std::find_if(BoundaryData->m_PoweredBlocks.begin(), BoundaryData->m_PoweredBlocks.end(), [ChunkAdjustedSource](const sPoweredBlocks & itr) { return (itr.m_SourcePos == ChunkAdjustedSource); }) != BoundaryData->m_PoweredBlocks.end()) || + (std::find_if(BoundaryData->m_LinkedBlocks.begin(), BoundaryData->m_LinkedBlocks.end(), [ChunkAdjustedSource](const sLinkedPoweredBlocks & itr) { return (itr.a_SourcePos == ChunkAdjustedSource); }) != BoundaryData->m_LinkedBlocks.end()) + ) { - BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos); - a_Chunk->SetIsRedstoneDirty(true); - return true; + BlocksPotentiallyUnpowered.emplace_back(std::make_pair(ChunkAdjustedSource, BoundaryChunk)); } - return false; } - ), Data->m_LinkedBlocks.end()); - - if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_RelSourceX, a_RelSourceY, a_RelSourceZ)) - { - // +- 2 to accomodate linked powered blocks - SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX - 2, a_RelSourceZ), false); - SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX + 2, a_RelSourceZ), false); - SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX, a_RelSourceZ - 2), false); - SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX, a_RelSourceZ + 2), false); - } + }; - for (const auto & itr : BlocksPotentiallyUnpowered) + while (!BlocksPotentiallyUnpowered.empty()) { - auto Neighbour = a_Chunk->GetRelNeighborChunk(itr.x, itr.z); - if (!AreCoordsPowered(itr.x, itr.y, itr.z) && (Neighbour->GetBlock(itr) != E_BLOCK_REDSTONE_REPEATER_ON)) - { - // Repeaters time themselves with regards to unpowering; ensure we don't do it for them - SetSourceUnpowered(itr.x, itr.y, itr.z, Neighbour); - } + auto End = BlocksPotentiallyUnpowered.back(); + BlocksPotentiallyUnpowered.pop_back(); + UnpoweringFunction(End.second, End.first); } } @@ -2135,45 +2188,48 @@ void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_R -void cIncrementalRedstoneSimulator::SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk, bool a_IsFirstCall) +void cIncrementalRedstoneSimulator::SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk) { - if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid + std::vector<std::pair<Vector3i, cChunk *>> BlocksPotentiallyUnpowered; + + BLOCKTYPE RepeaterType; + if (a_Chunk->UnboundedRelGetBlockType(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, RepeaterType) && (RepeaterType == E_BLOCK_REDSTONE_REPEATER_ON)) { - if ((a_Chunk == nullptr) || !a_Chunk->IsValid()) - { - return; - } + return; } - std::vector<Vector3i> BlocksPotentiallyUnpowered; - auto Data = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData(); - - Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ](const sLinkedPoweredBlocks & itr) - { - if (itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ))) + auto MiddleBlockUnpoweringFunction = [&BlocksPotentiallyUnpowered](cChunk * a_LambdaChunk, const Vector3i & a_RelMiddle) + { + auto Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_LambdaChunk->GetRedstoneSimulatorData()); + Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_LambdaChunk, a_RelMiddle](const sLinkedPoweredBlocks & itr) { - BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos); - a_Chunk->SetIsRedstoneDirty(true); + if (itr.a_MiddlePos != a_RelMiddle) + { + return false; + } + + BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, a_LambdaChunk)); + a_LambdaChunk->SetIsRedstoneDirty(true); return true; } - return false; - } - ), Data->m_LinkedBlocks.end()); + ), Data->m_LinkedBlocks.end()); + }; - if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)) + MiddleBlockUnpoweringFunction(a_Chunk, Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)); + for (const auto & BoundaryChunk : GetAdjacentChunks(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ), a_Chunk)) { - // +- 2 to accomodate linked powered blocks - SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX - 2, a_RelMiddleZ), false); - SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX + 2, a_RelMiddleZ), false); - SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ - 2), false); - SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ + 2), false); + Vector3i ChunkAdjustedMiddlePos = Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ); + ChunkAdjustedMiddlePos.x += (a_Chunk->GetPosX() - BoundaryChunk->GetPosX()) * cChunkDef::Width; + ChunkAdjustedMiddlePos.z += (a_Chunk->GetPosZ() - BoundaryChunk->GetPosZ()) * cChunkDef::Width; + + MiddleBlockUnpoweringFunction(a_Chunk, Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)); } for (const auto & itr : BlocksPotentiallyUnpowered) { - if (!AreCoordsPowered(itr.x, itr.y, itr.z)) + if (!AreCoordsPowered(itr.first.x, itr.first.y, itr.first.z)) { - SetSourceUnpowered(itr.x, itr.y, itr.z, a_Chunk->GetRelNeighborChunk(itr.x, itr.z)); + SetSourceUnpowered(itr.first.x, itr.first.y, itr.first.z, itr.second); } } } @@ -2182,76 +2238,48 @@ void cIncrementalRedstoneSimulator::SetInvalidMiddleBlock(int a_RelMiddleX, int -cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) +bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta) { - int Dir = REDSTONE_NONE; + // Extract the ON bit from metadata and return if true if it is set: + return ((a_BlockMeta & 0x8) == 0x8); +} + + + + + +std::vector<cChunk *> cIncrementalRedstoneSimulator::GetAdjacentChunks(const Vector3i & a_RelBlockPosition, cChunk * a_Chunk) +{ + std::vector<cChunk *> AdjacentChunks; + AdjacentChunks.reserve(2); // At most bordering two chunks; reserve that many - BLOCKTYPE NegX = 0; - if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX)) + auto CheckAndEmplace = [&AdjacentChunks](cChunk * a_LambdaChunk) { - if (IsPotentialSource(NegX)) + if ((a_LambdaChunk != nullptr) && a_LambdaChunk->IsValid()) { - Dir |= (REDSTONE_X_POS); + AdjacentChunks.emplace_back(a_LambdaChunk); } - } + }; - BLOCKTYPE PosX = 0; - if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX)) + // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks + if (a_RelBlockPosition.x <= 1) { - if (IsPotentialSource(PosX)) - { - Dir |= (REDSTONE_X_NEG); - } + CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x - 2, a_RelBlockPosition.z)); } - - BLOCKTYPE NegZ = 0; - if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ)) + if (a_RelBlockPosition.x >= 14) { - if (IsPotentialSource(NegZ)) - { - if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner - { - Dir ^= REDSTONE_X_POS; - Dir |= REDSTONE_X_NEG; - } - if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner - { - Dir ^= REDSTONE_X_NEG; - Dir |= REDSTONE_X_POS; - } - Dir |= REDSTONE_Z_POS; - } + CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x + 2, a_RelBlockPosition.z)); } - - BLOCKTYPE PosZ = 0; - if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ)) + if (a_RelBlockPosition.z <= 1) { - if (IsPotentialSource(PosZ)) - { - if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner - { - Dir ^= REDSTONE_X_POS; - Dir |= REDSTONE_X_NEG; - } - if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner - { - Dir ^= REDSTONE_X_NEG; - Dir |= REDSTONE_X_POS; - } - Dir |= REDSTONE_Z_NEG; - } + CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x, a_RelBlockPosition.z - 2)); + } + if (a_RelBlockPosition.z >= 14) + { + CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x, a_RelBlockPosition.z + 2)); } - return (eRedstoneDirection)Dir; -} - - - - -bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta) -{ - // Extract the ON bit from metadata and return if true if it is set: - return ((a_BlockMeta & 0x8) == 0x8); + return AdjacentChunks; } diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 43f0e89d0..e4250c0b9 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -3,6 +3,7 @@ #include "RedstoneSimulator.h" #include "BlockEntities/RedstonePoweredEntity.h" +#include <unordered_map> class cWorld; class cChunk; @@ -22,7 +23,8 @@ class cIncrementalRedstoneSimulator : public: cIncrementalRedstoneSimulator(cWorld & a_World) - : cRedstoneSimulator(a_World) + : cRedstoneSimulator(a_World), + m_Chunk(nullptr) { } @@ -36,25 +38,22 @@ public: 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; + sPoweredBlocks(Vector3i a_BlockPos, Vector3i a_SourcePos, unsigned char a_PowerLevel) : + m_BlockPos(a_BlockPos), + m_SourcePos(a_SourcePos), + m_PowerLevel(a_PowerLevel) + { + } + + Vector3i m_BlockPos; // Position of powered block + Vector3i m_SourcePos; // Position of source powering the block at a_BlockPos + unsigned char m_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) @@ -65,15 +64,8 @@ private: 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? @@ -84,20 +76,21 @@ private: { public: /// Per-chunk data for the simulator, specified individual chunks to simulate - cCoordWithBlockAndBoolVector m_ChunkData; - cCoordWithBlockAndBoolVector m_QueuedChunkData; + + /** test */ + std::unordered_map<Vector3i, std::pair<BLOCKTYPE, bool>, VectorHasher<int>> m_ChunkData; std::vector<sPoweredBlocks> m_PoweredBlocks; std::vector<sLinkedPoweredBlocks> m_LinkedBlocks; - std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks; - std::vector<sRepeatersDelayList> m_RepeatersDelayList; + std::unordered_map<Vector3i, bool, VectorHasher<int>> m_SimulatedPlayerToggleableBlocks; + std::unordered_map<Vector3i, sRepeatersDelayList, VectorHasher<int>> m_RepeatersDelayList; }; public: typedef std::vector <sPoweredBlocks> PoweredBlocksList; typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList; - typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList; - typedef std::vector <sRepeatersDelayList> RepeatersDelayList; + typedef std::unordered_map<Vector3i, bool, VectorHasher<int>> SimulatedPlayerToggleableList; + typedef std::unordered_map<Vector3i, sRepeatersDelayList, VectorHasher<int>> RepeatersDelayList; private: @@ -107,126 +100,171 @@ private: 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); + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; + + void AddBlock(const Vector3i & a_BlockPosition, 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 comparators */ + void HandleRedstoneComparator(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); + + /** 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); + void SetBlockPowered(Vector3i a_RelBlockPosition, Vector3i a_RelSourcePosition, unsigned char a_PowerLevel = MAX_POWER_LEVEL); + 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) { SetBlockPowered(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ), a_PowerLevel); } + + /** Recursively searches for a wire path and powers everything that should be powered */ + void FindAndPowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const Vector3i & a_EntryRelBlockPosition, cChunk * a_EntryChunk); + + /** Powers a specified wire block position with the specified source wire position + Checks are performed to ensure one wire does not power the same location more than once + a_EntryChunk will be the chunk which the source resides, and a_NeighbourChunk will be that which the to-be-powered wire resides + a_PotentialWireList is updated to include the new powered wire so that FindAndPowerBorderingWires can continue the redstone wire line tracing process + */ + void PowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const Vector3i & a_EntryRelSourcePosition, cChunk * a_EntryChunk, const Vector3i & a_AdjustedPos, cChunk * a_NeighbourChunk, unsigned char a_MyPower); + /** 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); + void 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 + Recursively removes all blocks powered by the given one */ - 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); + void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk); + void SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk); /** 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); } + 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, m_Chunk); } + /** 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); + static 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); + static bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk); + /** 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); + static unsigned char IsWirePowered(Vector3i a_RelBlockPosition, cChunk * a_Chunk); + /** 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); } + inline static bool IsViableMiddleBlock(BLOCKTYPE a_Block) { return cBlockInfo::FullyOccupiesVoxel(a_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) + inline static bool IsMechanism(BLOCKTYPE a_Block) { - switch (Block) + switch (a_Block) { 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_COMMAND_BLOCK: @@ -236,6 +274,7 @@ private: case E_BLOCK_DROPPER: case E_BLOCK_FENCE_GATE: case E_BLOCK_HOPPER: + case E_BLOCK_INACTIVE_COMPARATOR: case E_BLOCK_IRON_DOOR: case E_BLOCK_IRON_TRAPDOOR: case E_BLOCK_JUNGLE_DOOR: @@ -262,9 +301,9 @@ private: } /** Returns if a block has the potential to output power */ - inline static bool IsPotentialSource(BLOCKTYPE Block) + inline static bool IsPotentialSource(BLOCKTYPE a_Block) { - switch (Block) + switch (a_Block) { case E_BLOCK_DETECTOR_RAIL: case E_BLOCK_DAYLIGHT_SENSOR: @@ -276,6 +315,7 @@ private: case E_BLOCK_REDSTONE_REPEATER_ON: case E_BLOCK_BLOCK_OF_REDSTONE: case E_BLOCK_ACTIVE_COMPARATOR: + case E_BLOCK_INACTIVE_COMPARATOR: case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE: @@ -289,9 +329,9 @@ private: } /** Returns if a block is any sort of redstone device */ - inline static bool IsRedstone(BLOCKTYPE Block) + inline static bool IsRedstone(BLOCKTYPE a_Block) { - switch (Block) + switch (a_Block) { // All redstone devices, please alpha sort case E_BLOCK_ACACIA_DOOR: @@ -348,47 +388,30 @@ private: } } - 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) + inline static bool DoesIgnorePlayerToggle(BLOCKTYPE a_Block) { - if ( - (a_RelPosition.x >= 0) && (a_RelPosition.x < cChunkDef::Width) && - (a_RelPosition.z >= 0) && (a_RelPosition.z < cChunkDef::Width) - ) + switch (a_Block) { - return a_RelPosition; + case E_BLOCK_ACACIA_FENCE_GATE: + case E_BLOCK_BIRCH_FENCE_GATE: + case E_BLOCK_DARK_OAK_FENCE_GATE: + case E_BLOCK_FENCE_GATE: + case E_BLOCK_JUNGLE_FENCE_GATE: + case E_BLOCK_SPRUCE_FENCE_GATE: + case E_BLOCK_IRON_TRAPDOOR: + case E_BLOCK_TRAPDOOR: + { + return true; + } + default: return false; } + } - 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; - } + inline static std::vector<cChunk *> GetAdjacentChunks(const Vector3i & a_RelBlockPosition, cChunk * a_Chunk); - return RelPos; + inline static Vector3i AdjustRelativeCoords(const Vector3i & a_RelPosition) + { + return { (a_RelPosition.x % cChunkDef::Width + cChunkDef::Width) % cChunkDef::Width, a_RelPosition.y, (a_RelPosition.z % cChunkDef::Width + cChunkDef::Width) % cChunkDef::Width }; } }; |