From 26a4845a995065f0ed24ef0e21e4c9bf44cef002 Mon Sep 17 00:00:00 2001 From: Tycho Date: Tue, 16 Sep 2014 20:29:31 +0100 Subject: IncrementalRedstoneSimulator now has no dependencies on cChunk --- src/Chunk.h | 11 +- src/Simulator/IncrementalRedstoneSimulator.cpp | 11 +- src/Simulator/IncrementalRedstoneSimulator.h | 312 +----------------- src/Simulator/IncrementalRedstoneSimulator.inc | 417 ++++++++++++++++++++++--- src/Simulator/RedstoneSimulator.h | 6 + src/World.cpp | 2 +- 6 files changed, 384 insertions(+), 375 deletions(-) (limited to 'src') diff --git a/src/Chunk.h b/src/Chunk.h index 9a0e96513..4e8404595 100644 --- a/src/Chunk.h +++ b/src/Chunk.h @@ -417,11 +417,6 @@ public: cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; } cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return &m_RedstoneSimulatorData; } - cRedstoneSimulatorChunkData * GetRedstoneSimulatorQueuedData(void) { return &m_RedstoneSimulatorQueuedData; } - cIncrementalRedstoneSimulator::PoweredBlocksList * GetRedstoneSimulatorPoweredBlocksList(void) { return &m_RedstoneSimulatorPoweredBlocksList; } - cIncrementalRedstoneSimulator::LinkedBlocksList * GetRedstoneSimulatorLinkedBlocksList(void) { return &m_RedstoneSimulatorLinkedBlocksList; } - cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList * GetRedstoneSimulatorSimulatedPlayerToggleableList(void) { return &m_RedstoneSimulatorSimulatedPlayerToggleableList; } - cIncrementalRedstoneSimulator::RepeatersDelayList * GetRedstoneSimulatorRepeatersDelayList(void) { return &m_RedstoneSimulatorRepeatersDelayList; } bool IsRedstoneDirty(void) const { return m_IsRedstoneDirty; } void SetIsRedstoneDirty(bool a_Flag) { m_IsRedstoneDirty = a_Flag; } @@ -507,11 +502,7 @@ private: cSandSimulatorChunkData m_SandSimulatorData; cRedstoneSimulatorChunkData m_RedstoneSimulatorData; - cRedstoneSimulatorChunkData m_RedstoneSimulatorQueuedData; - cIncrementalRedstoneSimulator::PoweredBlocksList m_RedstoneSimulatorPoweredBlocksList; - cIncrementalRedstoneSimulator::LinkedBlocksList m_RedstoneSimulatorLinkedBlocksList; - cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList m_RedstoneSimulatorSimulatedPlayerToggleableList; - cIncrementalRedstoneSimulator::RepeatersDelayList m_RedstoneSimulatorRepeatersDelayList; + /** Indicates if simulate-once blocks should be updated by the redstone simulator */ bool m_IsRedstoneDirty; diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 515d72457..55cc014f3 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -1,9 +1,6 @@ #include "Globals.h" -#ifndef SELF_TEST - -#include "IncrementalRedstoneSimulator.h" #include "IncrementalRedstoneSimulator.inc" @@ -18,6 +15,8 @@ #include "Blocks/BlockPiston.h" #include "BlockEntities/ChestEntity.h" -#pragma clang diagnostic ignored "-Wweak-template-vtables" -template class cIncrementalRedstoneSimulator; -#endif +cRedstoneSimulator * MakeIncrementalRedstoneSimulator(cWorld & a_World) +{ + return new cIncrementalRedstoneSimulator(a_World); +} + diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 0120a3208..5bd1ad95d 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -3,313 +3,7 @@ #include "RedstoneSimulator.h" -/// Per-chunk data for the simulator, specified individual chunks to simulate -typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData; - -class cRedstonePoweredEntity; - -typedef cItemCallback cRedstonePoweredCallback; - - -template class GetHandlerCompileTime, class ChestType> -class cIncrementalRedstoneSimulator : - public cRedstoneSimulator -{ - typedef cRedstoneSimulator super; -public: - - cIncrementalRedstoneSimulator(WorldType & a_World); - ~cIncrementalRedstoneSimulator(); - - virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used - virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * 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, ChunkType * 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? - }; - -public: - - typedef std::vector PoweredBlocksList; - typedef std::vector LinkedBlocksList; - typedef std::vector SimulatedPlayerToggleableList; - typedef std::vector RepeatersDelayList; - -private: - - cRedstoneSimulatorChunkData * 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, ChunkType * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); } - void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL); - ChunkType * 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, ChunkType * 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, ChunkType * 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_ACTIVATOR_RAIL: - case E_BLOCK_COMMAND_BLOCK: - case E_BLOCK_PISTON: - case E_BLOCK_STICKY_PISTON: - case E_BLOCK_DISPENSER: - case E_BLOCK_DROPPER: - case E_BLOCK_FENCE_GATE: - case E_BLOCK_HOPPER: - case E_BLOCK_NOTE_BLOCK: - case E_BLOCK_TNT: - case E_BLOCK_TRAPDOOR: - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - case E_BLOCK_WOODEN_DOOR: - case E_BLOCK_IRON_DOOR: - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - case E_BLOCK_POWERED_RAIL: - case E_BLOCK_REDSTONE_WIRE: - { - 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_ACTIVATOR_RAIL: - case E_BLOCK_ACTIVE_COMPARATOR: - case E_BLOCK_BLOCK_OF_REDSTONE: - case E_BLOCK_COMMAND_BLOCK: - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_DISPENSER: - case E_BLOCK_DAYLIGHT_SENSOR: - case E_BLOCK_DROPPER: - case E_BLOCK_FENCE_GATE: - case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_HOPPER: - case E_BLOCK_INACTIVE_COMPARATOR: - case E_BLOCK_IRON_DOOR: - case E_BLOCK_LEVER: - case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_NOTE_BLOCK: - case E_BLOCK_POWERED_RAIL: - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - case E_BLOCK_REDSTONE_TORCH_OFF: - case E_BLOCK_REDSTONE_TORCH_ON: - case E_BLOCK_REDSTONE_WIRE: - case E_BLOCK_STICKY_PISTON: - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_STONE_PRESSURE_PLATE: - case E_BLOCK_TNT: - case E_BLOCK_TRAPDOOR: - case E_BLOCK_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) - ); - } -}; +class cWorld; +class cChunk; +cRedstoneSimulator * MakeIncrementalRedstoneSimulator(cWorld & a_World); diff --git a/src/Simulator/IncrementalRedstoneSimulator.inc b/src/Simulator/IncrementalRedstoneSimulator.inc index 6d1f7b0ae..e3c856328 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.inc +++ b/src/Simulator/IncrementalRedstoneSimulator.inc @@ -3,20 +3,334 @@ #include "BoundingBox.h" #include "BlockEntities/RedstonePoweredEntity.h" #include "Blocks/ChunkInterface.h" +#include "RedstoneSimulator.h" + + + +typedef cItemCallback cRedstonePoweredCallback; + + template class GetHandlerCompileTime, class ChestType> -cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(WorldType & a_World) : - super(a_World), - m_RedstoneSimulatorChunkData(), - m_PoweredBlocks(), - m_LinkedPoweredBlocks(), - m_SimulatedPlayerToggleableBlocks(), - m_RepeatersDelayList(), - m_Chunk() +class cIncrementalRedstoneSimulator : + public cRedstoneSimulator { -} + typedef cRedstoneSimulator super; +public: + + cIncrementalRedstoneSimulator(WorldType & a_World) + : cRedstoneSimulator(a_World) + { + } + ~cIncrementalRedstoneSimulator(); + + virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used + virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * 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, ChunkType * 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 : + cRedstoneSimulatorChunkData + { + public: + /// Per-chunk data for the simulator, specified individual chunks to simulate + cCoordWithBlockAndBoolVector m_ChunkData; + cCoordWithBlockAndBoolVector m_QueuedChunkData; + std::vector m_PoweredBlocks; + std::vector m_LinkedBlocks; + std::vector m_SimulatedPlayerToggleableBlocks; + std::vector m_RepeatersDelayList; + }; + +public: + + typedef std::vector PoweredBlocksList; + typedef std::vector LinkedBlocksList; + typedef std::vector SimulatedPlayerToggleableList; + typedef std::vector 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, ChunkType * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); } + void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL); + ChunkType * 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, ChunkType * 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, ChunkType * 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_ACTIVATOR_RAIL: + case E_BLOCK_COMMAND_BLOCK: + case E_BLOCK_PISTON: + case E_BLOCK_STICKY_PISTON: + case E_BLOCK_DISPENSER: + case E_BLOCK_DROPPER: + case E_BLOCK_FENCE_GATE: + case E_BLOCK_HOPPER: + case E_BLOCK_NOTE_BLOCK: + case E_BLOCK_TNT: + case E_BLOCK_TRAPDOOR: + case E_BLOCK_REDSTONE_LAMP_OFF: + case E_BLOCK_REDSTONE_LAMP_ON: + case E_BLOCK_WOODEN_DOOR: + case E_BLOCK_IRON_DOOR: + case E_BLOCK_REDSTONE_REPEATER_OFF: + case E_BLOCK_REDSTONE_REPEATER_ON: + case E_BLOCK_POWERED_RAIL: + case E_BLOCK_REDSTONE_WIRE: + { + 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_ACTIVATOR_RAIL: + case E_BLOCK_ACTIVE_COMPARATOR: + case E_BLOCK_BLOCK_OF_REDSTONE: + case E_BLOCK_COMMAND_BLOCK: + case E_BLOCK_DETECTOR_RAIL: + case E_BLOCK_DISPENSER: + case E_BLOCK_DAYLIGHT_SENSOR: + case E_BLOCK_DROPPER: + case E_BLOCK_FENCE_GATE: + case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: + case E_BLOCK_HOPPER: + case E_BLOCK_INACTIVE_COMPARATOR: + case E_BLOCK_IRON_DOOR: + case E_BLOCK_LEVER: + case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: + case E_BLOCK_NOTE_BLOCK: + case E_BLOCK_POWERED_RAIL: + case E_BLOCK_REDSTONE_LAMP_OFF: + case E_BLOCK_REDSTONE_LAMP_ON: + case E_BLOCK_REDSTONE_REPEATER_OFF: + case E_BLOCK_REDSTONE_REPEATER_ON: + case E_BLOCK_REDSTONE_TORCH_OFF: + case E_BLOCK_REDSTONE_TORCH_ON: + case E_BLOCK_REDSTONE_WIRE: + case E_BLOCK_STICKY_PISTON: + case E_BLOCK_STONE_BUTTON: + case E_BLOCK_STONE_PRESSURE_PLATE: + case E_BLOCK_TNT: + case E_BLOCK_TRAPDOOR: + case E_BLOCK_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) + ); + } +}; + @@ -70,8 +384,8 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorPoweredBlocksList(); - for (typename PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end();) + PoweredBlocksList & PoweredBlocks = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks; + for (typename PoweredBlocksList::iterator itr = PoweredBlocks.begin(); itr != PoweredBlocks.end();) { if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -82,7 +396,7 @@ void cIncrementalRedstoneSimulatora_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = PoweredBlocks->erase(itr); + itr = PoweredBlocks.erase(itr); continue; } else if ( @@ -95,22 +409,22 @@ void cIncrementalRedstoneSimulatora_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = PoweredBlocks->erase(itr); + itr = PoweredBlocks.erase(itr); continue; } ++itr; } - LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + LinkedBlocksList & LinkedPoweredBlocks = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks; // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate - for (typename LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();) + for (typename LinkedBlocksList::iterator itr = LinkedPoweredBlocks.begin(); itr != LinkedPoweredBlocks.end();) { if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { if (!IsPotentialSource(Block)) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = LinkedPoweredBlocks->erase(itr); + itr = LinkedPoweredBlocks.erase(itr); continue; } else if ( @@ -121,7 +435,7 @@ void cIncrementalRedstoneSimulatora_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = LinkedPoweredBlocks->erase(itr); + itr = LinkedPoweredBlocks.erase(itr); continue; } } @@ -130,15 +444,15 @@ void cIncrementalRedstoneSimulatora_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = LinkedPoweredBlocks->erase(itr); + itr = LinkedPoweredBlocks.erase(itr); continue; } } ++itr; } - SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); - for (typename SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr) + SimulatedPlayerToggleableList & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks; + for (typename SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks.begin(); itr != SimulatedPlayerToggleableBlocks.end(); ++itr) { if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { @@ -148,13 +462,13 @@ void cIncrementalRedstoneSimulatora_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z); - SimulatedPlayerToggleableBlocks->erase(itr); + SimulatedPlayerToggleableBlocks.erase(itr); break; } } - RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); - for (typename RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) + RepeatersDelayList & RepeatersDelayList = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList; + for (typename RepeatersDelayList::iterator itr = RepeatersDelayList.begin(); itr != RepeatersDelayList.end(); ++itr) { if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) { @@ -163,7 +477,7 @@ void cIncrementalRedstoneSimulatorerase(itr); + RepeatersDelayList.erase(itr); break; } } @@ -174,8 +488,8 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorData(); - for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr) + cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData; + for (cCoordWithBlockAndBoolVector::iterator itr = RedstoneSimulatorChunkData.begin(); itr != RedstoneSimulatorChunkData.end(); ++itr) { if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block { @@ -197,7 +511,8 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorQueuedData()->begin(); itr != a_Chunk->GetRedstoneSimulatorQueuedData()->end(); ++itr) + cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData; + for (cCoordWithBlockAndBoolVector::iterator itr = QueuedData.begin(); itr != QueuedData.end(); ++itr) { if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) { @@ -205,7 +520,7 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorQueuedData()->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + QueuedData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); } @@ -214,19 +529,23 @@ void cIncrementalRedstoneSimulator class GetHandlerCompileTime, class ChestType> void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) { - m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); - if (m_RedstoneSimulatorChunkData->empty() && a_Chunk->GetRedstoneSimulatorQueuedData()->empty()) + m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData(); + if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty()) { return; } - m_RedstoneSimulatorChunkData->insert(m_RedstoneSimulatorChunkData->end(), a_Chunk->GetRedstoneSimulatorQueuedData()->begin(), a_Chunk->GetRedstoneSimulatorQueuedData()->end()); - a_Chunk->GetRedstoneSimulatorQueuedData()->clear(); + 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 = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); - m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); - m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); - m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks; + m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList; + m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks; + m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks; m_Chunk = a_Chunk; bool ShouldUpdateSimulateOnceBlocks = false; @@ -240,11 +559,11 @@ void cIncrementalRedstoneSimulatorbegin(); dataitr != m_RedstoneSimulatorChunkData->end();) + for (cCoordWithBlockAndBoolVector::iterator dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();) { if (dataitr->DataTwo) { - dataitr = m_RedstoneSimulatorChunkData->erase(dataitr); + dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr); continue; } @@ -1497,7 +1816,7 @@ bool cIncrementalRedstoneSimulatorGetPosX() * cChunkDef::Width) + a_RelBlockX; int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - for (typename PoweredBlocksList::const_iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end(); ++itr) // Check powered list + for (typename PoweredBlocksList::const_iterator itr = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end(); ++itr) // Check powered list { if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { @@ -1904,8 +2223,8 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position - for (typename PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) + PoweredBlocksList & Powered = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position + for (typename PoweredBlocksList::iterator itr = Powered.begin(); itr != Powered.end(); ++itr) { if ( itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && @@ -1952,7 +2271,7 @@ void cIncrementalRedstoneSimulatorpush_back(RC); + Powered.push_back(RC); Neighbour->SetIsRedstoneDirty(true); m_Chunk->SetIsRedstoneDirty(true); } @@ -1986,8 +2305,8 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorLinkedBlocksList(); - for (typename LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list + LinkedBlocksList & Linked = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks; + for (typename LinkedBlocksList::iterator itr = Linked.begin(); itr != Linked.end(); ++itr) // Check linked powered list { if ( itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && @@ -2006,7 +2325,7 @@ void cIncrementalRedstoneSimulatorpush_back(RC); + Linked.push_back(RC); Neighbour->SetIsRedstoneDirty(true); m_Chunk->SetIsRedstoneDirty(true); } @@ -2096,21 +2415,21 @@ void cIncrementalRedstoneSimulatorGetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();) + for (typename PoweredBlocksList::iterator itr = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end();) { if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) { - itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->erase(itr); + itr = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.erase(itr); a_Chunk->SetIsRedstoneDirty(true); continue; } ++itr; } - for (typename LinkedBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->end();) + for (typename LinkedBlocksList::iterator itr = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.begin(); itr != ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.end();) { if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) { - itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr); + itr = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.erase(itr); a_Chunk->SetIsRedstoneDirty(true); continue; } diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h index 56843e37f..0e3dd495d 100644 --- a/src/Simulator/RedstoneSimulator.h +++ b/src/Simulator/RedstoneSimulator.h @@ -4,6 +4,12 @@ #include "Simulator.h" +class cRedstoneSimulatorChunkData +{ +public: + virtual ~cRedstoneSimulatorChunkData() {} +} ; + template class cRedstoneSimulator : diff --git a/src/World.cpp b/src/World.cpp index 732c9f14c..ded42f093 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -3272,7 +3272,7 @@ cRedstoneSimulator * cWorld::InitializeRedstoneSimulator(cIniFil if (NoCaseCompare(SimulatorName, "Incremental") == 0) { - res = new cIncrementalRedstoneSimulator(*this); + res = MakeIncrementalRedstoneSimulator(*this); } else if (NoCaseCompare(SimulatorName, "noop") == 0) { -- cgit v1.2.3