#include "Globals.h" #include "IncrementalRedstoneSimulator.h" #include "Chunk.h" #include "CommandBlockHandler.h" #include "DoorHandler.h" #include "RedstoneHandler.h" #include "RedstoneTorchHandler.h" #include "RedstoneWireHandler.h" #include "RedstoneRepeaterHandler.h" #include "RedstoneToggleHandler.h" #include "SolidBlockHandler.h" #include "RedstoneLampHandler.h" #include "RedstoneBlockHandler.h" #include "PistonHandler.h" #include "SmallGateHandler.h" #include "NoteBlockHandler.h" #include "TNTHandler.h" #include "PoweredRailHandler.h" #include "PressurePlateHandler.h" #include "TripwireHookHandler.h" #include "DropSpenserHandler.h" #include "RedstoneComparatorHandler.h" #include "TrappedChestHandler.h" std::unique_ptr cIncrementalRedstoneSimulator::CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data) { switch (a_BlockType) { case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_DETECTOR_RAIL: case E_BLOCK_POWERED_RAIL: return cpp14::make_unique(a_World); case E_BLOCK_ACTIVE_COMPARATOR: case E_BLOCK_INACTIVE_COMPARATOR: return cpp14::make_unique(a_World); case E_BLOCK_DISPENSER: case E_BLOCK_DROPPER: return cpp14::make_unique(a_World); 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: return cpp14::make_unique(a_World); case E_BLOCK_FENCE_GATE: case E_BLOCK_IRON_TRAPDOOR: case E_BLOCK_TRAPDOOR: return cpp14::make_unique(a_World); case E_BLOCK_REDSTONE_LAMP_OFF: case E_BLOCK_REDSTONE_LAMP_ON: return cpp14::make_unique(a_World); case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: return cpp14::make_unique(a_World); case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_ON: return cpp14::make_unique(a_World); case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: return cpp14::make_unique(a_World); case E_BLOCK_LEVER: case E_BLOCK_STONE_BUTTON: case E_BLOCK_WOODEN_BUTTON: return cpp14::make_unique(a_World); case E_BLOCK_BLOCK_OF_REDSTONE: return cpp14::make_unique(a_World); case E_BLOCK_COMMAND_BLOCK: return cpp14::make_unique(a_World); case E_BLOCK_NOTE_BLOCK: return cpp14::make_unique(a_World); case E_BLOCK_REDSTONE_WIRE: return cpp14::make_unique(a_World); case E_BLOCK_TNT: return cpp14::make_unique(a_World); case E_BLOCK_TRAPPED_CHEST: return cpp14::make_unique(a_World); case E_BLOCK_TRIPWIRE_HOOK: return cpp14::make_unique(a_World); default: { if (cBlockDoorHandler::IsDoorBlockType(a_BlockType)) { return cpp14::make_unique(a_World); } if (cBlockInfo::FullyOccupiesVoxel(a_BlockType)) { return cpp14::make_unique(a_World); } return nullptr; } } } void cIncrementalRedstoneSimulator::Simulate(float a_dt) { for (auto & DelayInfo : m_Data.m_MechanismDelays) { if ((--DelayInfo.second.first) == 0) { m_Data.GetActiveBlocks().emplace_back(DelayInfo.first); } } // Build our work queue cVector3iArray WorkQueue; std::swap(WorkQueue, m_Data.GetActiveBlocks()); // Process the work queue while (!WorkQueue.empty()) { // Grab the first element and remove it from the list Vector3i CurrentLocation = WorkQueue.back(); WorkQueue.pop_back(); BLOCKTYPE CurrentBlock; NIBBLETYPE CurrentMeta; if (!m_World.GetBlockTypeMeta(CurrentLocation.x, CurrentLocation.y, CurrentLocation.z, CurrentBlock, CurrentMeta)) { continue; } auto CurrentHandler = cIncrementalRedstoneSimulator::CreateComponent(m_World, CurrentBlock, &m_Data); if (CurrentHandler == nullptr) { continue; } cRedstoneHandler::PoweringData Power; for (const auto & Location : CurrentHandler->GetValidSourcePositions(CurrentLocation, CurrentBlock, CurrentMeta)) { BLOCKTYPE PotentialBlock; NIBBLETYPE PotentialMeta; if ((Location.y < 0) || (Location.y > cChunkDef::Height)) { continue; } m_World.GetBlockTypeMeta(Location.x, Location.y, Location.z, PotentialBlock, PotentialMeta); auto PotentialSourceHandler = cIncrementalRedstoneSimulator::CreateComponent(m_World, PotentialBlock, &m_Data); if (PotentialSourceHandler == nullptr) { continue; } decltype(Power) PotentialPower(PotentialBlock, PotentialSourceHandler->GetPowerDeliveredToPosition(Location, PotentialBlock, PotentialMeta, CurrentLocation, CurrentBlock)); Power = std::max(Power, PotentialPower); } // Inform the handler to update cVector3iArray Updates = CurrentHandler->Update(CurrentLocation, CurrentBlock, CurrentMeta, Power); WorkQueue.insert(WorkQueue.end(), Updates.begin(), Updates.end()); if (IsAlwaysTicked(CurrentBlock)) { m_Data.GetActiveBlocks().emplace_back(CurrentLocation); } #ifdef _DEBUG for (const auto & UpdateLocation : Updates) { LOGD("Queueing block for reupdate (%i %i %i)", UpdateLocation.x, UpdateLocation.y, UpdateLocation.z); } #endif } }