#pragma once
#include "../../Blocks/BlockRedstoneRepeater.h"
namespace RedstoneRepeaterHandler
{
inline 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. */
inline 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, 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. */
inline 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. */
inline 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);
}
inline 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;
}
inline 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));
}
inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
{
Callback(cBlockRedstoneRepeaterHandler::GetRearCoordinateOffset(a_Meta) + a_Position);
}
};