From 5b62c4c3145c08b093521e42c565922fa85de4ad Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Fri, 26 Jun 2015 17:24:51 -0500 Subject: Reorganised the redstone simulator -> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan! * Uses classes and inheritance now * Speed should be improved --- .../TrappedChestHandler.h | 93 ++++++++++++++++++++++ 1 file changed, 93 insertions(+) create mode 100644 src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h (limited to 'src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h') diff --git a/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h b/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h new file mode 100644 index 000000000..eb434d611 --- /dev/null +++ b/src/Simulator/IncrementalRedstoneSimulator/TrappedChestHandler.h @@ -0,0 +1,93 @@ + +#pragma once + +#include "RedstoneHandler.h" +#include "BlockEntities/ChestEntity.h" + + + + + +class cTrappedChestHandler : public cRedstoneHandler +{ + typedef cRedstoneHandler super; +public: + + cTrappedChestHandler(cWorld & a_World) : + super(a_World) + { + } + + virtual unsigned char GetPowerDeliveredToPosition(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) override + { + UNUSED(a_BlockType); + UNUSED(a_Meta); + UNUSED(a_QueryPosition); + UNUSED(a_QueryBlockType); + + return static_cast(m_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel; + } + + virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override + { + UNUSED(a_BlockType); + UNUSED(a_Meta); + + class cGetTrappedChestPlayers : + public cItemCallback + { + public: + cGetTrappedChestPlayers(void) : + m_NumberOfPlayers(0) + { + } + + virtual ~cGetTrappedChestPlayers() + { + } + + virtual bool Item(cChestEntity * a_Chest) override + { + ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST); + m_NumberOfPlayers = a_Chest->GetNumberOfPlayers(); + return true; + } + + unsigned char GetPowerLevel(void) const + { + return static_cast(std::min(m_NumberOfPlayers, 15)); + } + + private: + int m_NumberOfPlayers; + + } GTCP; + + VERIFY(!m_World.DoWithChestAt(a_Position.x, a_Position.y, a_Position.z, GTCP)); + return GTCP.GetPowerLevel(); + } + + virtual cVector3iArray Update(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) override + { + LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); + + auto Power = GetPowerLevel(a_Position, a_BlockType, a_Meta); + auto PreviousPower = static_cast(m_World.GetRedstoneSimulator())->GetChunkData()->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_BlockType, Power)); + + if (Power != PreviousPower.PowerLevel) + { + return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() })); + } + + return {}; + } + + virtual cVector3iArray GetValidSourcePositions(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override + { + UNUSED(a_Position); + UNUSED(a_BlockType); + UNUSED(a_Meta); + + return {}; + } +}; -- cgit v1.2.3