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diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
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+
+#pragma once
+
+#include "Simulator.h"
+
+/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
+typedef cCoordWithIntList cRedstoneSimulatorChunkData;
+
+
+
+
+
+class cRedstoneSimulator :
+ public cSimulator
+{
+ typedef cSimulator super;
+public:
+
+ cRedstoneSimulator(cWorld & a_World);
+ ~cRedstoneSimulator();
+
+ virtual void Simulate(float a_Dt) override {}; // Not used in this simulator
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
+
+ enum eRedstoneDirection
+ {
+ REDSTONE_NONE = 0,
+ REDSTONE_X_POS = 0x1,
+ REDSTONE_X_NEG = 0x2,
+ REDSTONE_Z_POS = 0x4,
+ REDSTONE_Z_NEG = 0x8,
+ };
+ eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+private:
+
+ struct sPoweredBlocks // Define structure of the directly powered blocks list
+ {
+ Vector3i a_BlockPos; // Position of powered block
+ Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
+ BLOCKTYPE a_SourceBlock; // The source block type (for pistons pushing away sources and replacing with non source etc.)
+ };
+
+ struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
+ {
+ Vector3i a_BlockPos;
+ Vector3i a_MiddlePos;
+ Vector3i a_SourcePos;
+ BLOCKTYPE a_SourceBlock;
+ BLOCKTYPE a_MiddleBlock;
+ };
+
+ struct sSimulatedPlayerToggleableList
+ {
+ Vector3i a_BlockPos;
+ bool WasLastStatePowered;
+ };
+
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+ typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
+
+ PoweredBlocksList m_PoweredBlocks;
+ LinkedBlocksList m_LinkedPoweredBlocks;
+ SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
+
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+
+ // 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
+ // In addition to being non-performant, it would stop the player from actually breaking said device
+
+ /* ====== SOURCES ====== */
+ /// <summary>Handles the redstone torch</summary>
+ void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /// <summary>Handles the redstone block</summary>
+ void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles levers</summary>
+ void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles buttons</summary>
+ void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ /// <summary>Handles redstone wire</summary>
+ void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles repeaters</summary>
+ void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ /// <summary>Handles pistons</summary>
+ void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles dispensers and droppers</summary>
+ void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles TNT (exploding)</summary>
+ void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles redstone lamps</summary>
+ void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /// <summary>Handles doords</summary>
+ void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Handles activator, detector, and powered rails</summary>
+ void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
+ /// <summary>Handles trapdoors</summary>
+ void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /* ===================== */
+
+ /* ====== Helper functions ====== */
+ /// <summary>Marks a block as powered</summary>
+ void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
+ /// <summary>Marks a block as being powered through another block</summary>
+ void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
+ /// <summary>Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back</summary>
+ void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
+ /// <summary>Marks the second block in a direction as linked powered</summary>
+ void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
+ /// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
+ void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
+
+ /// <summary>Returns if a coordinate is powered or linked powered</summary>
+ bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Returns if a coordinate was marked as simulated (for blocks toggleable by players)</summary>
+ bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
+ /// <summary>Returns if a repeater is powered</summary>
+ bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+ /// <summary>Returns if a piston is powered</summary>
+ bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+
+ /// <summary>Returns if lever metadata marks it as emitting power</summary>
+ bool IsLeverOn(NIBBLETYPE a_BlockMeta);
+ /// <summary>Returns if button metadata marks it as emitting power</summary>
+ bool IsButtonOn(NIBBLETYPE a_BlockMeta);
+ /* ============================== */
+
+ /* ====== Misc Functions ====== */
+ /// <summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
+ inline static bool IsViableMiddleBlock(BLOCKTYPE Block)
+ {
+ if (!g_BlockIsSolid[Block]) { return false; }
+
+ switch (Block)
+ {
+ // Add SOLID but not viable middle blocks here
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ {
+ return false;
+ }
+ default:
+ {
+ return true;
+ }
+ }
+ }
+
+ /// <summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
+ inline static bool IsMechanism(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /// <summary>Returns if a block has the potential to output power</summary>
+ inline static bool IsPotentialSource(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /// <summary>Returns if a block is any sort of redstone device</summary>
+ inline static bool IsRedstone(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ // All redstone devices, please alpha sort
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ 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_LEVER:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_NOTE_BLOCK:
+ 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_STICKY_PISTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_TRIPWIRE_HOOK:
+ 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;
+ }
+ }
+}; \ No newline at end of file