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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt1
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h66
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp4
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h2
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp107
5 files changed, 127 insertions, 53 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt b/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt
index 2a9b2894b..ef875275b 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt
+++ b/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt
@@ -6,6 +6,7 @@ target_sources(
RedstoneHandler.cpp
CommandBlockHandler.h
+ DaylightSensorHandler.h
DoorHandler.h
DropSpenserHandler.h
ForEachSourceCallback.h
diff --git a/src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h b/src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h
new file mode 100644
index 000000000..160486d29
--- /dev/null
+++ b/src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h
@@ -0,0 +1,66 @@
+
+#pragma once
+
+#include "World.h"
+
+
+
+
+
+namespace DaylightSensorHandler
+{
+ inline PowerLevel GetPowerLevel(const cChunk & a_Chunk, const Vector3i a_Position)
+ {
+ if (a_Chunk.GetBlock(a_Position) == E_BLOCK_INVERTED_DAYLIGHT_SENSOR)
+ {
+ // Inverted sensor directly returns darkened skylight, no fancy tricks:
+ return 15 - a_Chunk.GetSkyLightAltered(a_Position);
+ }
+
+ // The [0, 1) proportion of the current day that has elapsed.
+ const auto ProportionOfDay = a_Chunk.GetWorld()->GetTimeOfDay() * (static_cast<float>(M_PI) / 12000.f);
+
+ // The curved value of darkened skylight, with outputs somewhat similar to Vanilla.
+ const auto RawOutput = a_Chunk.GetSkyLightAltered(a_Position) * (0.6f * std::sin(ProportionOfDay) + 0.5f);
+
+ // Saturate the amplified sine curve at 0 and 15:
+ return static_cast<PowerLevel>(std::clamp(RawOutput, 0.f, 15.f));
+ }
+
+ inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
+ {
+ UNUSED(a_Chunk);
+ UNUSED(a_BlockType);
+ UNUSED(a_QueryPosition);
+
+ // Daylight sensors only output to immediately surrounding blocks:
+ return IsLinked ? 0 : a_Chunk.GetMeta(a_Position);
+ }
+
+ inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
+ {
+ // LOGD("Evaluating Darryl the daylight sensor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
+
+ // We don't need to update the daylight sensor often:
+ DataForChunk(a_Chunk).m_MechanismDelays[a_Position] = std::make_pair(10, bool());
+
+ // What the sensor should output according to the time-power function.
+ const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position);
+
+ // Only update the output if the power level has changed:
+ if (PowerLevel != a_Meta)
+ {
+ a_Chunk.SetMeta(a_Position, PowerLevel);
+ UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
+ }
+ }
+
+ inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
+ {
+ UNUSED(a_Chunk);
+ UNUSED(a_Position);
+ UNUSED(a_BlockType);
+ UNUSED(a_Meta);
+ UNUSED(Callback);
+ }
+};
diff --git a/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp b/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp
index d5433f25a..bb86fbcc6 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp
@@ -91,9 +91,11 @@ bool ForEachSourceCallback::ShouldQueryLinkedPosition(const BLOCKTYPE Block)
{
switch (Block)
{
- // Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.)
+ // Normally we don't ask solid blocks for power because they don't have any (stone, dirt, etc.)
// However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_OBSERVER:
case E_BLOCK_TRAPPED_CHEST: return false;
diff --git a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h
index cf08a672f..e8cd4bf5d 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h
@@ -25,6 +25,7 @@ private:
switch (a_Block) // Call the appropriate simulator for the entry's block type
{
case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
@@ -58,6 +59,7 @@ private:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HOPPER:
case E_BLOCK_INACTIVE_COMPARATOR:
+ case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_DOOR:
diff --git a/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp b/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp
index ff109c824..63da4c0dc 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp
@@ -6,6 +6,7 @@
#include "ForEachSourceCallback.h"
#include "CommandBlockHandler.h"
+#include "DaylightSensorHandler.h"
#include "DoorHandler.h"
#include "RedstoneTorchHandler.h"
#include "RedstoneWireHandler.h"
@@ -30,58 +31,60 @@
-#define INVOKE_FOR_HANDLERS(Callback) \
- do \
- { \
- switch (BlockType) \
- { \
- case E_BLOCK_ACTIVATOR_RAIL: \
- case E_BLOCK_DETECTOR_RAIL: \
- case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \
- case E_BLOCK_ACTIVE_COMPARATOR: \
- case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \
- case E_BLOCK_DISPENSER: \
- case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: \
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: \
- case E_BLOCK_STONE_PRESSURE_PLATE: \
- case E_BLOCK_WOODEN_PRESSURE_PLATE: return PressurePlateHandler::Callback; \
- 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_IRON_TRAPDOOR: \
- case E_BLOCK_JUNGLE_FENCE_GATE: \
- case E_BLOCK_SPRUCE_FENCE_GATE: \
- case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \
- case E_BLOCK_REDSTONE_LAMP_OFF: \
- case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \
- case E_BLOCK_REDSTONE_REPEATER_OFF: \
- case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \
- case E_BLOCK_REDSTONE_TORCH_OFF: \
- case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \
- case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \
- case E_BLOCK_PISTON: \
- case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \
- case E_BLOCK_LEVER: \
- case E_BLOCK_STONE_BUTTON: \
- case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \
- case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \
- case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \
- case E_BLOCK_HOPPER: return HopperHandler::Callback; \
- case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \
- case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \
- case E_BLOCK_TNT: return TNTHandler::Callback; \
- case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \
- case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \
- default: \
- { \
- if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \
- { \
- return DoorHandler::Callback; \
- } \
- } \
- } \
+#define INVOKE_FOR_HANDLERS(Callback) \
+ do \
+ { \
+ switch (BlockType) \
+ { \
+ case E_BLOCK_ACTIVATOR_RAIL: \
+ case E_BLOCK_DETECTOR_RAIL: \
+ case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \
+ case E_BLOCK_ACTIVE_COMPARATOR: \
+ case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \
+ case E_BLOCK_DISPENSER: \
+ case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: \
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: \
+ case E_BLOCK_STONE_PRESSURE_PLATE: \
+ case E_BLOCK_WOODEN_PRESSURE_PLATE: return PressurePlateHandler::Callback; \
+ 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_IRON_TRAPDOOR: \
+ case E_BLOCK_JUNGLE_FENCE_GATE: \
+ case E_BLOCK_SPRUCE_FENCE_GATE: \
+ case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \
+ case E_BLOCK_REDSTONE_LAMP_OFF: \
+ case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \
+ case E_BLOCK_REDSTONE_REPEATER_OFF: \
+ case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \
+ case E_BLOCK_REDSTONE_TORCH_OFF: \
+ case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \
+ case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \
+ case E_BLOCK_PISTON: \
+ case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \
+ case E_BLOCK_DAYLIGHT_SENSOR: \
+ case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: return DaylightSensorHandler::Callback; \
+ case E_BLOCK_LEVER: \
+ case E_BLOCK_STONE_BUTTON: \
+ case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \
+ case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \
+ case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \
+ case E_BLOCK_HOPPER: return HopperHandler::Callback; \
+ case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \
+ case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \
+ case E_BLOCK_TNT: return TNTHandler::Callback; \
+ case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \
+ case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \
+ default: \
+ { \
+ if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \
+ { \
+ return DoorHandler::Callback; \
+ } \
+ } \
+ } \
} while (false)