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#include "Globals.h"
#include "IncrementalRedstoneSimulator.h"
#include "ForEachSourceCallback.h"
#include "CommandBlockHandler.h"
#include "DoorHandler.h"
#include "RedstoneTorchHandler.h"
#include "RedstoneWireHandler.h"
#include "RedstoneRepeaterHandler.h"
#include "RedstoneToggleHandler.h"
#include "RedstoneLampHandler.h"
#include "RedstoneBlockHandler.h"
#include "PistonHandler.h"
#include "SmallGateHandler.h"
#include "NoteBlockHandler.h"
#include "ObserverHandler.h"
#include "TNTHandler.h"
#include "PoweredRailHandler.h"
#include "PressurePlateHandler.h"
#include "TripwireHookHandler.h"
#include "DropSpenserHandler.h"
#include "RedstoneComparatorHandler.h"
#include "TrappedChestHandler.h"
#include "HopperHandler.h"
const cRedstoneHandler * cIncrementalRedstoneSimulator::GetComponentHandler(BLOCKTYPE a_BlockType)
{
struct sComponents :
public std::array<std::unique_ptr<cRedstoneHandler>, 256>
{
sComponents()
{
for (size_t i = 0; i != 256; ++i)
{
(*this)[i] = cIncrementalRedstoneSimulator::CreateComponent(static_cast<BLOCKTYPE>(i));
}
}
};
static sComponents Components;
return Components[a_BlockType].get();
}
std::unique_ptr<cRedstoneHandler> cIncrementalRedstoneSimulator::CreateComponent(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_POWERED_RAIL: return std::make_unique<cPoweredRailHandler>();
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_INACTIVE_COMPARATOR: return std::make_unique<cRedstoneComparatorHandler>();
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER: return std::make_unique<cDropSpenserHandler>();
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 std::make_unique<cPressurePlateHandler>();
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_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_TRAPDOOR: return std::make_unique<cSmallGateHandler>();
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON: return std::make_unique<cRedstoneLampHandler>();
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON: return std::make_unique<cRedstoneRepeaterHandler>();
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON: return std::make_unique<cRedstoneTorchHandler>();
case E_BLOCK_OBSERVER: return std::make_unique<cObserverHandler>();
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON: return std::make_unique<cPistonHandler>();
case E_BLOCK_LEVER:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_WOODEN_BUTTON: return std::make_unique<cRedstoneToggleHandler>();
case E_BLOCK_BLOCK_OF_REDSTONE: return std::make_unique<cRedstoneBlockHandler>();
case E_BLOCK_COMMAND_BLOCK: return std::make_unique<cCommandBlockHandler>();
case E_BLOCK_HOPPER: return std::make_unique<cHopperHandler>();
case E_BLOCK_NOTE_BLOCK: return std::make_unique<cNoteBlockHandler>();
case E_BLOCK_REDSTONE_WIRE: return std::make_unique<cRedstoneWireHandler>();
case E_BLOCK_TNT: return std::make_unique<cTNTHandler>();
case E_BLOCK_TRAPPED_CHEST: return std::make_unique<cTrappedChestHandler>();
case E_BLOCK_TRIPWIRE_HOOK: return std::make_unique<cTripwireHookHandler>();
default:
{
if (cBlockDoorHandler::IsDoorBlockType(a_BlockType))
{
return std::make_unique<cDoorHandler>();
}
return nullptr;
}
}
}
void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
for (auto & DelayInfo : ChunkData.m_MechanismDelays)
{
if ((--DelayInfo.second.first) == 0)
{
ChunkData.WakeUp(DelayInfo.first);
}
}
// Build our work queue
auto & WorkQueue = ChunkData.GetActiveBlocks();
// Process the work queue
while (!WorkQueue.empty())
{
// Grab the first element and remove it from the list
Vector3i CurrentLocation = WorkQueue.top();
WorkQueue.pop();
const auto NeighbourChunk = a_Chunk->GetRelNeighborChunkAdjustCoords(CurrentLocation);
if ((NeighbourChunk == nullptr) || !NeighbourChunk->IsValid())
{
continue;
}
ProcessWorkItem(*NeighbourChunk, *a_Chunk, CurrentLocation);
}
for (const auto Position : ChunkData.AlwaysTickedPositions)
{
ChunkData.WakeUp(Position);
}
}
void cIncrementalRedstoneSimulator::ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position)
{
BLOCKTYPE CurrentBlock;
NIBBLETYPE CurrentMeta;
Chunk.GetBlockTypeMeta(Position, CurrentBlock, CurrentMeta);
auto CurrentHandler = GetComponentHandler(CurrentBlock);
if (CurrentHandler == nullptr)
{
// Block at Position doesn't have a corresponding redstone handler
// ErasePowerData will have been called in AddBlock
return;
}
ForEachSourceCallback Callback(Chunk, Position, CurrentBlock);
CurrentHandler->ForValidSourcePositions(Chunk, Position, CurrentBlock, CurrentMeta, Callback);
// Inform the handler to update
CurrentHandler->Update(Chunk, TickingSource, Position, CurrentBlock, CurrentMeta, Callback.Power);
}
void cIncrementalRedstoneSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
if (!IsRedstone(a_Block))
{
return;
}
// Never update blocks without a handler:
ASSERT(GetComponentHandler(a_Block) != nullptr);
auto & ChunkData = *static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData());
if (IsAlwaysTicked(a_Block))
{
ChunkData.AlwaysTickedPositions.emplace(a_Position);
}
// Temporary: in the absence of block state support calculate our own:
if (a_Block == E_BLOCK_REDSTONE_WIRE)
{
static_cast<const cRedstoneWireHandler *>(GetComponentHandler(a_Block))->SetWireState(a_Chunk, a_Position);
}
// Always update redstone devices:
ChunkData.WakeUp(a_Position);
}
void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
// Having WakeUp called on us directly means someone called SetBlock (or WakeUp)
// Since the simulator never does this, something external changed. Clear cached data:
static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk.GetRedstoneSimulatorData())->ErasePowerData(a_Position);
// Queue the block, in case the set block was redstone:
AddBlock(a_Chunk, a_Position, a_Block);
}
void cIncrementalRedstoneSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block)
{
// This is an automatic cross-coords wakeup by cSimulatorManager
// There is no need to erase power data; if a component was destroyed the 3-arg WakeUp will handle it
AddBlock(a_Chunk, a_Position, a_Block);
// The only thing to do go one block farther than this cross-coord, in the direction of Offset
// in order to notify linked-powered positions that there was a change
for (const auto Offset : cSimulator::GetLinkedOffsets(a_Offset))
{
auto Relative = a_Position - a_Offset + Offset;
if (!cChunkDef::IsValidHeight(Relative.y))
{
continue;
}
auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(Relative);
if ((Chunk == nullptr) || !Chunk->IsValid())
{
continue;
}
const auto Block = Chunk->GetBlock(Relative);
AddBlock(*Chunk, Relative, Block);
}
}
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