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path: root/src/Simulator/IncrementalRedstoneSimulator/RedstoneRepeaterHandler.h
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#pragma once

#include "../../Blocks/BlockRedstoneRepeater.h"





namespace RedstoneRepeaterHandler
{
static bool IsOn(BLOCKTYPE a_Block)
{
	return (a_Block == E_BLOCK_REDSTONE_REPEATER_ON);
}

/** Returns a pair with first element indicating if the block at the given position is an activated repeater.
If it is activated, the second element is the repeater metadata. */
static std::pair<bool, NIBBLETYPE> IsOnRepeater(cChunk & Chunk, const Vector3i a_Position)
{
	BLOCKTYPE Type;
	NIBBLETYPE Meta;

	if (!Chunk.UnboundedRelGetBlock(a_Position, Type, Meta))
	{
		return std::make_pair(false, static_cast<NIBBLETYPE>(0));
	}

	return std::make_pair(IsOn(Type), Meta);
}

/** Determine, from the metadata of a repeater on our left side, if they lock us.
To test a repeater on our right, simply invert the order of arguments provided.
"Left" is relative to the direction the repeater output faces, naturally. */
static bool DoesLhsLockMe(NIBBLETYPE a_MetaLhs, NIBBLETYPE a_MyMeta)
{
	// Get the direction bits
	a_MetaLhs &= E_META_REDSTONE_REPEATER_FACING_MASK;
	a_MyMeta &= E_META_REDSTONE_REPEATER_FACING_MASK;

	/*
	Check for a valid locking configuration, where they are perpendicular and one snuggles into the other.

	Order of comparisons:
		XP >^ ZM
		ZP |_ XP
		XM <| ZP
		ZP ^< xM

	Key:
		^ Facing up
		_ Facing right
		| Facing down
		< Facing left
	*/
	return ((a_MetaLhs == E_META_REDSTONE_REPEATER_FACING_XP) && (a_MyMeta == E_META_REDSTONE_REPEATER_FACING_ZM)) ||
		((a_MetaLhs == E_META_REDSTONE_REPEATER_FACING_ZP) && (a_MyMeta == E_META_REDSTONE_REPEATER_FACING_XP)) ||
		((a_MetaLhs == E_META_REDSTONE_REPEATER_FACING_XM) && (a_MyMeta == E_META_REDSTONE_REPEATER_FACING_ZP)) ||
		((a_MetaLhs == E_META_REDSTONE_REPEATER_FACING_ZM) && (a_MyMeta == E_META_REDSTONE_REPEATER_FACING_XM));
}

/** Determine if a repeater is locked.
A locked repeater is one with another powered repeater facing them, to their immediate left or right sides.
"Left" is relative to the direction the repeater output faces, naturally. */
static bool IsLocked(cChunk & Chunk, const Vector3i a_Position, const NIBBLETYPE a_Meta)
{
	// The left hand side offset. Will be negated to get the rhs offset
	const auto LhsOffset = cBlockRedstoneRepeaterHandler::GetLeftCoordinateOffset(a_Meta);

	// Test the block to the left of us
	const auto Lhs = IsOnRepeater(Chunk, LhsOffset + a_Position);
	if (Lhs.first && DoesLhsLockMe(Lhs.second, a_Meta))
	{
		return true;
	}

	// Test the right side, flipping the argument order to DoesLhsLockMe
	const auto Rhs = IsOnRepeater(Chunk, -LhsOffset + a_Position);
	return Rhs.first && DoesLhsLockMe(a_Meta, Rhs.second);
}

static PowerLevel GetPowerDeliveredToPosition(
	const cChunk & a_Chunk,
	Vector3i a_Position,
	BLOCKTYPE a_BlockType,
	Vector3i a_QueryPosition,
	BLOCKTYPE a_QueryBlockType,
	bool IsLinked
)
{
	if (!IsOn(a_BlockType))
	{
		return 0;
	}

	const auto FrontOffset = cBlockRedstoneRepeaterHandler::GetFrontCoordinateOffset(a_Chunk.GetMeta(a_Position));
	const auto FrontPosition = a_Position + FrontOffset;
	if (a_QueryPosition == FrontPosition)
	{
		return 15;
	}

	return 0;
}

static void Update(
	cChunk & a_Chunk,
	cChunk & CurrentlyTicking,
	Vector3i a_Position,
	BLOCKTYPE a_BlockType,
	NIBBLETYPE a_Meta,
	const PowerLevel Power
)
{
	// LOGD("Evaluating loopy the repeater (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);

	auto & Data = DataForChunk(a_Chunk);
	const auto DelayInfo = Data.GetMechanismDelayInfo(a_Position);

	// If the repeater is locked by another, ignore and forget all power changes:
	if (IsLocked(a_Chunk, a_Position, a_Meta))
	{
		if (DelayInfo != nullptr)
		{
			Data.m_MechanismDelays.erase(a_Position);
		}

		return;
	}

	if (DelayInfo == nullptr)
	{
		bool ShouldBeOn = (Power != 0);
		if (ShouldBeOn != IsOn(a_BlockType))
		{
			Data.m_MechanismDelays[a_Position] = std::make_pair((((a_Meta & 0xC) >> 0x2) + 1), ShouldBeOn);
		}

		return;
	}

	int DelayTicks;
	bool ShouldPowerOn;
	std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;

	if (DelayTicks != 0)
	{
		return;
	}

	const auto NewType = ShouldPowerOn ? E_BLOCK_REDSTONE_REPEATER_ON : E_BLOCK_REDSTONE_REPEATER_OFF;
	a_Chunk.FastSetBlock(a_Position, NewType, a_Meta);
	Data.m_MechanismDelays.erase(a_Position);

	// While sleeping, we ignore any power changes and apply our saved ShouldBeOn when sleep expires
	// Now, we need to recalculate to be aware of any new changes that may e.g. cause a new output change
	// FastSetBlock doesn't wake simulators, so manually update ourselves:
	Update(a_Chunk, CurrentlyTicking, a_Position, NewType, a_Meta, Power);

	UpdateAdjustedRelative(
		a_Chunk,
		CurrentlyTicking,
		a_Position,
		cBlockRedstoneRepeaterHandler::GetFrontCoordinateOffset(a_Meta)
	);
}

static void ForValidSourcePositions(
	const cChunk & a_Chunk,
	Vector3i a_Position,
	BLOCKTYPE a_BlockType,
	NIBBLETYPE a_Meta,
	ForEachSourceCallback & Callback
)
{
	Callback(cBlockRedstoneRepeaterHandler::GetRearCoordinateOffset(a_Meta) + a_Position);
}
};  // namespace RedstoneRepeaterHandler