blob: 44c63a5a80565ae062ff528a71a1e3aa20f7c8c3 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
|
#pragma once
#include "../RedstoneSimulator.h"
#include "RedstoneHandler.h"
#include "RedstoneSimulatorChunkData.h"
class cIncrementalRedstoneSimulator final :
public cRedstoneSimulator
{
using Super = cRedstoneSimulator;
public:
cIncrementalRedstoneSimulator(cWorld & a_World) :
Super(a_World)
{
}
static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
/** Returns if a block is a mechanism (something that accepts power and does something)
Used by torches to determine if they will power a block */
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (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:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_DISPENSER:
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:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_OBSERVER:
case E_BLOCK_PISTON:
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_WIRE:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_WOODEN_DOOR:
{
return true;
}
default: return false;
}
}
/** Returns if a redstone device is always ticked due to influence by its environment */
inline static bool IsAlwaysTicked(BLOCKTYPE a_Block)
{
switch (a_Block) // Call the appropriate simulator for the entry's block type
{
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_TRIPWIRE_HOOK:
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: return true;
default: return false;
}
}
/** Returns if a block is any sort of redstone device */
inline static bool IsRedstone(BLOCKTYPE a_Block)
{
switch (a_Block)
{
// All redstone devices, please alpha sort
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_BLOCK_OF_REDSTONE:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_DISPENSER:
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_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_LEVER:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_OBSERVER:
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_SPRUCE_DOOR:
case E_BLOCK_SPRUCE_FENCE_GATE:
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;
}
}
private:
virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
virtual void Simulate(float Dt) override {};
virtual void SimulateChunk(std::chrono::milliseconds Dt, int ChunkX, int ChunkZ, cChunk * Chunk) override;
void ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position);
virtual cIncrementalRedstoneSimulatorChunkData * CreateChunkData() override
{
return new cIncrementalRedstoneSimulatorChunkData;
}
virtual void AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
private:
static std::unique_ptr<cRedstoneHandler> CreateComponent(BLOCKTYPE a_BlockType);
} ;
|