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#pragma once
#include "RedstoneHandler.h"
#include "Blocks/BlockComparator.h"
class cRedstoneComparatorHandler : public cRedstoneHandler
{
typedef cRedstoneHandler super;
public:
unsigned char GetFrontPowerLevel(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, unsigned char a_HighestSidePowerLevel, unsigned char a_HighestRearPowerLevel) const
{
if (cBlockComparatorHandler::IsInSubtractionMode(a_Meta))
{
// Subtraction mode
return static_cast<unsigned char>(std::max(static_cast<char>(a_HighestRearPowerLevel) - a_HighestSidePowerLevel, 0));
}
else
{
// Comparison mode
return (std::max(a_HighestSidePowerLevel, a_HighestRearPowerLevel) == a_HighestSidePowerLevel) ? 0 : a_HighestRearPowerLevel;
}
}
virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const Vector3i & a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
return (
(cBlockComparatorHandler::GetFrontCoordinate(a_Position, a_Meta & 0x3) == a_QueryPosition) ?
ChunkData->GetCachedPowerData(a_Position).PowerLevel : 0
);
}
virtual unsigned char GetPowerLevel(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_Position);
UNUSED(a_BlockType);
UInt8 SignalStrength = 0;
auto RearCoordinate = cBlockComparatorHandler::GetRearCoordinate(a_Position, a_Meta & 0x3);
a_World.DoWithBlockEntityAt(RearCoordinate.x, RearCoordinate.y, RearCoordinate.z, [&](cBlockEntity & a_BlockEntity)
{
// Skip BlockEntities that don't have slots
auto BlockEntityWithItems = dynamic_cast<cBlockEntityWithItems *>(&a_BlockEntity);
if (BlockEntityWithItems == nullptr)
{
return false;
}
auto & Contents = BlockEntityWithItems->GetContents();
float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value
for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot)
{
Fullness += static_cast<float>(Contents.GetSlot(Slot).m_ItemCount) / Contents.GetSlot(Slot).GetMaxStackSize();
}
SignalStrength = (Fullness < 0.001 /* container empty? */) ? 0 : static_cast<UInt8>(1 + (Fullness / Contents.GetNumSlots()) * 14);
return false;
}
);
auto RearPower = SignalStrength;
auto RearType = a_World.GetBlock(RearCoordinate);
auto PotentialSourceHandler = cIncrementalRedstoneSimulator::GetComponentHandler(RearType);
if (PotentialSourceHandler != nullptr)
{
NIBBLETYPE RearMeta = a_World.GetBlockMeta(RearCoordinate);
RearPower = std::max(SignalStrength, PotentialSourceHandler->GetPowerDeliveredToPosition(a_World, RearCoordinate, RearType, RearMeta, a_Position, a_BlockType));
}
return RearPower;
}
virtual cVector3iArray Update(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// Note that a_PoweringData here contains the maximum * side * power level, as specified by GetValidSourcePositions
// LOGD("Evaluating ALU the comparator (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
// Delay is used here to prevent an infinite loop (#3168)
if (DelayInfo == nullptr)
{
auto RearPower = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
auto FrontPower = GetFrontPowerLevel(a_World, a_Position, a_BlockType, a_Meta, a_PoweringData.PowerLevel, RearPower);
auto PreviousFrontPower = Data->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, FrontPower));
bool ShouldBeOn = (RearPower > 0); // Provide visual indication by examining * rear * power level
bool ShouldUpdate = (FrontPower != PreviousFrontPower.PowerLevel); // "Business logic" (:P) - determine by examining *side* power levels
if (ShouldUpdate || (ShouldBeOn != cBlockComparatorHandler::IsOn(a_Meta)))
{
Data->m_MechanismDelays[a_Position] = std::make_pair(1, ShouldBeOn);
}
}
else
{
int DelayTicks;
bool ShouldPowerOn;
std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
if (DelayTicks == 0)
{
a_World.SetBlockMeta(a_Position, ShouldPowerOn ? (a_Meta | 0x8) : (a_Meta & 0x7));
Data->m_MechanismDelays.erase(a_Position);
// Assume that an update (to front power) is needed.
// Note: potential inconsistencies will arise as power data is updated before-delay due to limitations of the power data caching functionality (only stores one bool)
// This means that other mechanisms like wires may get our new power data before our delay has finished
// This also means that we have to manually update ourselves to be aware of any changes that happened in the previous redstone tick
return StaticAppend(GetAdjustedRelatives(a_Position, GetRelativeLaterals()), cVector3iArray{ a_Position });
}
}
return {};
}
virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
{
UNUSED(a_World);
UNUSED(a_BlockType);
return cVector3iArray {cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, false), cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, true)};
}
};
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