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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h69
1 files changed, 42 insertions, 27 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 903dbe82a..c383b6a0b 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -3,6 +3,7 @@
#include "RedstoneSimulator.h"
#include "BlockEntities/RedstonePoweredEntity.h"
+#include <bitset>
class cWorld;
class cChunk;
@@ -37,15 +38,14 @@ public:
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
- enum eRedstoneDirection
+ enum eRedstoneWireDirectionBitfieldPositions
{
- REDSTONE_NONE = 0,
- REDSTONE_X_POS = 0x1,
- REDSTONE_X_NEG = 0x2,
- REDSTONE_Z_POS = 0x4,
- REDSTONE_Z_NEG = 0x8,
+ eWbpXP = 0,
+ eWbpXN = 1,
+ eWbpZP = 2,
+ eWbpZN = 3,
};
- eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
+ std::bitset<4> GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
private:
@@ -108,8 +108,9 @@ private:
SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
RepeatersDelayList * m_RepeatersDelayList;
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
- void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = nullptr);
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+
+ void AddBlock(const Vector3i & a_BlockPosition, cChunk * a_Chunk, cChunk * a_OtherChunk = nullptr);
cChunk * m_Chunk;
// 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
@@ -192,6 +193,9 @@ private:
void SetBlockPowered(Vector3i a_RelBlockPosition, Vector3i a_RelSourcePosition, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL) { SetBlockPowered(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ), a_PowerLevel); }
+ /** Recursively searches for a wire path and powers everything that should be powered */
+ void FindAndPowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const std::pair<Vector3i, cChunk *> & a_Entry);
+
/** Marks a block as being powered through another block */
void SetBlockLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
@@ -214,13 +218,13 @@ private:
void SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
/** Returns if a coordinate is powered or linked powered */
- bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
+ bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk); }
/** Returns if a coordinate is in the directly powered blocks list */
- bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
+ static bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
/** Returns if a coordinate is in the indirectly powered blocks list */
- bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ static bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
@@ -236,7 +240,7 @@ private:
/** 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 */
- unsigned char IsWirePowered(Vector3i a_RelBlockPosition);
+ static unsigned char IsWirePowered(Vector3i a_RelBlockPosition, cChunk * a_Chunk);
/** Handles delayed updates to repeaters **/
void HandleRedstoneRepeaterDelays(void);
@@ -249,14 +253,14 @@ private:
/** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
- inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
+ inline static bool IsViableMiddleBlock(BLOCKTYPE a_Block) { return cBlockInfo::FullyOccupiesVoxel(a_Block); }
/** Returns if a block is a mechanism (something that accepts power and does something)
Used by torches to determine if they power a block whilst not standing on the ground
*/
- inline static bool IsMechanism(BLOCKTYPE Block)
+ inline static bool IsMechanism(BLOCKTYPE a_Block)
{
- switch (Block)
+ switch (a_Block)
{
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_ACACIA_FENCE_GATE:
@@ -298,9 +302,9 @@ private:
}
/** Returns if a block has the potential to output power */
- inline static bool IsPotentialSource(BLOCKTYPE Block)
+ inline static bool IsPotentialSource(BLOCKTYPE a_Block)
{
- switch (Block)
+ switch (a_Block)
{
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_DAYLIGHT_SENSOR:
@@ -326,9 +330,9 @@ private:
}
/** Returns if a block is any sort of redstone device */
- inline static bool IsRedstone(BLOCKTYPE Block)
+ inline static bool IsRedstone(BLOCKTYPE a_Block)
{
- switch (Block)
+ switch (a_Block)
{
// All redstone devices, please alpha sort
case E_BLOCK_ACACIA_DOOR:
@@ -385,16 +389,27 @@ private:
}
}
- inline static Vector3i GetCoordinateAdjacentChunk(const Vector3i & a_BlockPos)
+ inline static bool DoesIgnorePlayerToggle(BLOCKTYPE a_Block)
{
- // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
- if ((a_BlockPos.x % cChunkDef::Width) <= 1) { return{ -2, 0, 0 }; }
- if ((a_BlockPos.x % cChunkDef::Width) >= 14) { return{ 2, 0, 0 }; }
- if ((a_BlockPos.z % cChunkDef::Width) <= 1) { return{ 0, 0, -2 }; }
- if ((a_BlockPos.z % cChunkDef::Width) >= 14) { return{ 0, 0, 2 }; }
- return { 0, 0, 0 };
+ switch (a_Block)
+ {
+ 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_JUNGLE_FENCE_GATE:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ case E_BLOCK_IRON_TRAPDOOR:
+ case E_BLOCK_TRAPDOOR:
+ {
+ return true;
+ }
+ default: return false;
+ }
}
+ inline static std::vector<cChunk *> GetAdjacentChunks(const Vector3i & a_RelBlockPosition, cChunk * a_Chunk);
+
inline static Vector3i AdjustRelativeCoords(const Vector3i & a_RelPosition)
{
if (