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diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
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+
+#pragma once
+
+#include "RedstoneSimulator.h"
+
+/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
+typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
+
+
+
+
+
+class cIncrementalRedstoneSimulator :
+ public cRedstoneSimulator
+{
+ typedef cRedstoneSimulator super;
+public:
+
+ cIncrementalRedstoneSimulator(cWorld & 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, cChunk * a_Chunk) override;
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
+
+ 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:
+
+ 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
+ };
+
+ 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;
+ Vector3i a_SourcePos;
+ };
+
+ struct sSimulatedPlayerToggleableList
+ {
+ Vector3i a_BlockPos;
+ bool WasLastStatePowered;
+ };
+
+ struct sRepeatersDelayList
+ {
+ Vector3i a_BlockPos;
+ short a_DelayTicks;
+ short a_ElapsedTicks;
+ bool ShouldPowerOn;
+ };
+
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+ typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
+ typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
+
+ PoweredBlocksList m_PoweredBlocks;
+ LinkedBlocksList m_LinkedPoweredBlocks;
+ SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
+ RepeatersDelayList m_RepeatersDelayList;
+
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+
+ // 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_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /** Handles the redstone block */
+ void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles levers */
+ void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles buttons */
+ void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
+ /** Handles daylight sensors */
+ void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles pressure plates */
+ void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ /** Handles redstone wire */
+ void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles repeaters */
+ void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ /** Handles pistons */
+ void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles dispensers and droppers */
+ void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles TNT (exploding) */
+ void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles redstone lamps */
+ void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /** Handles doords */
+ void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles command blocks */
+ void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles activator, detector, and powered rails */
+ void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
+ /** Handles trapdoors */
+ void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles noteblocks */
+ void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /* ===================== */
+
+ /* ====== Helper functions ====== */
+ /** Marks a block as powered */
+ void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
+ /** Marks a block as being powered through another block */
+ void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
+ /** 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_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
+ /** Marks the second block in a direction as linked powered */
+ void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
+ /** Marks all blocks immediately surrounding a coordinate as powered */
+ void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
+ /** Queues a repeater to be powered or unpowered */
+ void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
+
+ /** Returns if a coordinate is powered or linked powered */
+ bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
+ /** Returns if a coordinate is in the directly powered blocks list */
+ bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Returns if a coordinate is in the indirectly powered blocks list */
+ bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
+ bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
+ /** Returns if a repeater is powered */
+ bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a piston is powered */
+ bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, 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_BlockX, int a_BlockY, int a_BlockZ);
+
+
+ /** 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);
+ /* ============================== */
+
+ /* ====== Misc Functions ====== */
+ /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
+ inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
+
+ /** Returns if a block is a mechanism (something that accepts power and does something) */
+ 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:
+ {
+ 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:
+ {
+ 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_TRIPWIRE_HOOK:
+ 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;
+ }
+ }
+};