Cleaned up simulators
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@ -2,6 +2,7 @@
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#include "BlockHandler.h"
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#include "../Chunk.h"
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#include "ChunkInterface.h"
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#include "MetaRotator.h"
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@ -1370,9 +1370,9 @@ void cChunk::CreateBlockEntities(void)
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void cChunk::WakeUpSimulators(void)
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{
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cSimulator<cChunk, cWorld> * WaterSimulator = m_World->GetWaterSimulator();
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cSimulator<cChunk, cWorld> * LavaSimulator = m_World->GetLavaSimulator();
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cSimulator<cChunk, cWorld> * RedstoneSimulator = m_World->GetRedstoneSimulator();
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cSimulator * WaterSimulator = m_World->GetWaterSimulator();
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cSimulator * LavaSimulator = m_World->GetLavaSimulator();
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cSimulator * RedstoneSimulator = m_World->GetRedstoneSimulator();
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int BaseX = m_PosX * cChunkDef::Width;
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int BaseZ = m_PosZ * cChunkDef::Width;
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for (int x = 0; x < Width; x++)
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@ -16,7 +16,7 @@ it progresses to the next step (blockmeta++). This value is updated if a neighbo
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The simulator reads its parameters from the ini file given to the constructor.
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*/
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class cFireSimulator :
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public cSimulator<cChunk, cWorld>
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public cSimulator
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{
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public:
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cFireSimulator(cWorld & a_World, cIniFile & a_IniFile);
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@ -37,9 +37,9 @@ public:
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class cFluidSimulator :
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public cSimulator<cChunk, cWorld>
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public cSimulator
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{
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typedef cSimulator<cChunk, cWorld> super;
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typedef cSimulator super;
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public:
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cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
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File diff suppressed because it is too large
Load Diff
@ -2,8 +2,359 @@
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#pragma once
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#include "RedstoneSimulator.h"
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#include "BlockEntities/RedstonePoweredEntity.h"
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class cWorld;
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class cChunk;
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cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World);
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typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback;
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class cIncrementalRedstoneSimulator :
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public cRedstoneSimulator
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{
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typedef cRedstoneSimulator super;
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public:
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cIncrementalRedstoneSimulator(cWorld & a_World)
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: cRedstoneSimulator(a_World)
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{
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}
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~cIncrementalRedstoneSimulator() {};
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virtual cRedstoneSimulatorChunkData * CreateChunkData() override
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{
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return new cIncrementalRedstoneSimulatorChunkData;
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}
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virtual void Simulate(float a_Dt) override { UNUSED(a_Dt); } // not used
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
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virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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enum eRedstoneDirection
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{
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REDSTONE_NONE = 0,
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REDSTONE_X_POS = 0x1,
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REDSTONE_X_NEG = 0x2,
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REDSTONE_Z_POS = 0x4,
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REDSTONE_Z_NEG = 0x8,
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};
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eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
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private:
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#define MAX_POWER_LEVEL 15
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struct sPoweredBlocks // Define structure of the directly powered blocks list
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{
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Vector3i a_BlockPos; // Position of powered block
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Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
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unsigned char a_PowerLevel;
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};
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struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
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{
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Vector3i a_BlockPos;
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Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
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Vector3i a_SourcePos;
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unsigned char a_PowerLevel;
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};
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struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
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{
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Vector3i a_RelBlockPos;
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bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
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};
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struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
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{
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Vector3i a_RelBlockPos;
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unsigned char a_DelayTicks; // For how many ticks should the repeater delay
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unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
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bool ShouldPowerOn; // What happens when the delay time is fulfilled?
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};
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class cIncrementalRedstoneSimulatorChunkData :
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public cRedstoneSimulatorChunkData
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{
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public:
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/// Per-chunk data for the simulator, specified individual chunks to simulate
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cCoordWithBlockAndBoolVector m_ChunkData;
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cCoordWithBlockAndBoolVector m_QueuedChunkData;
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std::vector<sPoweredBlocks> m_PoweredBlocks;
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std::vector<sLinkedPoweredBlocks> m_LinkedBlocks;
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std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks;
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std::vector<sRepeatersDelayList> m_RepeatersDelayList;
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};
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public:
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typedef std::vector <sPoweredBlocks> PoweredBlocksList;
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typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
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typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
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typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
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private:
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cIncrementalRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
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PoweredBlocksList * m_PoweredBlocks;
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LinkedBlocksList * m_LinkedPoweredBlocks;
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SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
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RepeatersDelayList * m_RepeatersDelayList;
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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); }
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void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
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cChunk * m_Chunk;
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// 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
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// In addition to being non-performant, it would stop the player from actually breaking said device
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/* ====== SOURCES ====== */
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/** Handles the redstone torch */
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void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
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/** Handles the redstone block */
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void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles levers */
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void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles buttons */
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void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles daylight sensors */
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void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles pressure plates */
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void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
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/** Handles tripwire hooks
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Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
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If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
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*/
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void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles trapped chests */
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void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/* ==================== */
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/* ====== CARRIERS ====== */
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/** Handles redstone wire */
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void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles repeaters */
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void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
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/* ====================== */
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/* ====== DEVICES ====== */
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/** Handles pistons */
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void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles dispensers and droppers */
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void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles TNT (exploding) */
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void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles redstone lamps */
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void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
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/** Handles doords */
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void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles command blocks */
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void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles activator, detector, and powered rails */
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void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
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/** Handles trapdoors */
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void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles fence gates */
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void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles noteblocks */
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void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Handles tripwires */
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void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/* ===================== */
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/* ====== Helper functions ====== */
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/** Marks a block as powered */
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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);
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/** Marks a block as being powered through another block */
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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);
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/** 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 */
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void SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
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/** Marks the second block in a direction as linked powered */
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void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
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/** Marks all blocks immediately surrounding a coordinate as powered */
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void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
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/** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
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bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
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/** Removes a block from the Powered and LinkedPowered lists
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Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
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*/
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void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
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/** Returns if a coordinate is powered or linked powered */
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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); }
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/** Returns if a coordinate is in the directly powered blocks list */
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bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
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/** Returns if a coordinate is in the indirectly powered blocks list */
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bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
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/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
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bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
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/** Returns if a repeater is powered by testing for power sources behind the repeater */
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bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
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/** Returns if a repeater is locked */
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bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
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/** Returns if a piston is powered */
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bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
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/** Returns if a wire is powered
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The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
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bool IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
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/** Handles delayed updates to repeaters **/
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void HandleRedstoneRepeaterDelays(void);
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/** Returns if lever metadata marks it as emitting power */
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bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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/** Returns if button metadata marks it as emitting power */
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bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
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/* ============================== */
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/* ====== Misc Functions ====== */
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/** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
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inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
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/** Returns if a block is a mechanism (something that accepts power and does something)
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Used by torches to determine if they power a block whilst not standing on the ground
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*/
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inline static bool IsMechanism(BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_ACACIA_DOOR:
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case E_BLOCK_ACACIA_FENCE_GATE:
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_BIRCH_DOOR:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_DARK_OAK_DOOR:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_PISTON:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_SPRUCE_DOOR:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_WOODEN_DOOR:
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{
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return true;
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}
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default: return false;
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}
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}
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/** Returns if a block has the potential to output power */
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inline static bool IsPotentialSource(BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_LEVER:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_TRAPPED_CHEST:
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{
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return true;
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}
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default: return false;
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}
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}
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/** Returns if a block is any sort of redstone device */
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inline static bool IsRedstone(BLOCKTYPE Block)
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{
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switch (Block)
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{
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// All redstone devices, please alpha sort
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case E_BLOCK_ACACIA_DOOR:
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case E_BLOCK_ACACIA_FENCE_GATE:
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_BIRCH_DOOR:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_DARK_OAK_DOOR:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_LEVER:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_SPRUCE_DOOR:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_TRAPPED_CHEST:
|
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case E_BLOCK_TRIPWIRE_HOOK:
|
||||
case E_BLOCK_TRIPWIRE:
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
|
||||
((a_BlockX % cChunkDef::Width) <= 1) ||
|
||||
((a_BlockX % cChunkDef::Width) >= 14) ||
|
||||
((a_BlockZ % cChunkDef::Width) <= 1) ||
|
||||
((a_BlockZ % cChunkDef::Width) >= 14)
|
||||
);
|
||||
}
|
||||
};
|
File diff suppressed because it is too large
Load Diff
@ -8,9 +8,9 @@
|
||||
|
||||
|
||||
class cRedstoneNoopSimulator :
|
||||
public cRedstoneSimulator<cChunk, cWorld>
|
||||
public cRedstoneSimulator
|
||||
{
|
||||
typedef cRedstoneSimulator<cChunk, cWorld> super;
|
||||
typedef cRedstoneSimulator super;
|
||||
public:
|
||||
|
||||
cRedstoneNoopSimulator(cWorld & a_World) :
|
||||
|
@ -13,14 +13,14 @@ public:
|
||||
|
||||
inline cRedstoneSimulatorChunkData::~cRedstoneSimulatorChunkData() {}
|
||||
|
||||
template <class ChunkType, class WorldType>
|
||||
|
||||
class cRedstoneSimulator :
|
||||
public cSimulator<ChunkType, WorldType>
|
||||
public cSimulator
|
||||
{
|
||||
typedef cSimulator<ChunkType, WorldType> super;
|
||||
typedef cSimulator super;
|
||||
|
||||
public:
|
||||
cRedstoneSimulator(WorldType & a_World) :
|
||||
cRedstoneSimulator(cWorld & a_World) :
|
||||
super(a_World)
|
||||
{
|
||||
}
|
||||
|
@ -11,7 +11,7 @@ typedef cCoordWithIntList cSandSimulatorChunkData;
|
||||
|
||||
/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
|
||||
class cSandSimulator :
|
||||
public cSimulator<cChunk, cWorld>
|
||||
public cSimulator
|
||||
{
|
||||
public:
|
||||
cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
|
||||
|
@ -6,13 +6,35 @@
|
||||
#include "../Defines.h"
|
||||
#include "../Chunk.h"
|
||||
|
||||
#include "Simulator.inc"
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wweak-template-vtables"
|
||||
#endif // __clang__
|
||||
|
||||
template class cSimulator<cChunk, cWorld>;
|
||||
|
||||
|
||||
#include "Simulator.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
|
||||
AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
|
||||
AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
|
||||
if (a_BlockY > 0)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
|
||||
}
|
||||
if (a_BlockY < cChunkDef::Height - 1)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -3,24 +3,28 @@
|
||||
|
||||
#include "../Vector3.h"
|
||||
|
||||
class cWorld;
|
||||
class cChunk;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
template <class ChunkType, class WorldType>
|
||||
class cSimulator
|
||||
{
|
||||
public:
|
||||
cSimulator(WorldType & a_World);
|
||||
virtual ~cSimulator();
|
||||
cSimulator(cWorld & a_World)
|
||||
: m_World(a_World)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~cSimulator() {}
|
||||
|
||||
/// Called in each tick, a_Dt is the time passed since the last tick, in msec
|
||||
virtual void Simulate(float a_Dt) = 0;
|
||||
|
||||
/// Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available
|
||||
virtual void SimulateChunk(float a_Dt, int a_ChunkX,
|
||||
int a_ChunkZ, ChunkType * a_Chunk)
|
||||
virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
|
||||
{
|
||||
UNUSED(a_Dt);
|
||||
UNUSED(a_ChunkX);
|
||||
@ -29,7 +33,7 @@ public:
|
||||
}
|
||||
|
||||
/// Called when a block changes
|
||||
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk);
|
||||
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
|
||||
|
||||
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
|
||||
|
||||
@ -37,9 +41,9 @@ protected:
|
||||
friend class cChunk; // Calls AddBlock() in its WakeUpSimulators() function, to speed things up
|
||||
|
||||
/// Called to simulate a new block
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) = 0;
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
|
||||
|
||||
WorldType & m_World;
|
||||
cWorld & m_World;
|
||||
} ;
|
||||
|
||||
|
||||
|
@ -1,45 +0,0 @@
|
||||
|
||||
|
||||
#include "Simulator.h"
|
||||
|
||||
|
||||
|
||||
|
||||
template <class ChunkType, class WorldType>
|
||||
cSimulator<ChunkType, WorldType>::cSimulator(WorldType & a_World)
|
||||
: m_World(a_World)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
template <class ChunkType, class WorldType>
|
||||
cSimulator<ChunkType, WorldType>::~cSimulator()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
template <class ChunkType, class WorldType>
|
||||
void cSimulator<ChunkType, WorldType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
|
||||
AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
|
||||
AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
|
||||
if (a_BlockY > 0)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
|
||||
}
|
||||
if (a_BlockY < cChunkDef::Height - 1)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -70,7 +70,7 @@ void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk
|
||||
|
||||
|
||||
|
||||
void cSimulatorManager::RegisterSimulator(cSimulator<cChunk, cWorld> * a_Simulator, int a_Rate)
|
||||
void cSimulatorManager::RegisterSimulator(cSimulator * a_Simulator, int a_Rate)
|
||||
{
|
||||
m_Simulators.push_back(std::make_pair(a_Simulator, a_Rate));
|
||||
}
|
||||
|
@ -37,10 +37,10 @@ public:
|
||||
|
||||
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
|
||||
|
||||
void RegisterSimulator(cSimulator<cChunk, cWorld> * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
|
||||
void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
|
||||
|
||||
protected:
|
||||
typedef std::vector <std::pair<cSimulator<cChunk, cWorld> *, int> > cSimulators;
|
||||
typedef std::vector <std::pair<cSimulator *, int> > cSimulators;
|
||||
|
||||
cWorld & m_World;
|
||||
cSimulators m_Simulators;
|
||||
|
@ -3352,7 +3352,7 @@ void cWorld::SetChunkAlwaysTicked(int a_ChunkX, int a_ChunkZ, bool a_AlwaysTicke
|
||||
|
||||
|
||||
|
||||
cRedstoneSimulator<cChunk, cWorld> * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
|
||||
cRedstoneSimulator * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
|
||||
{
|
||||
AString SimulatorName = a_IniFile.GetValueSet("Physics", "RedstoneSimulator", "Incremental");
|
||||
|
||||
@ -3362,11 +3362,11 @@ cRedstoneSimulator<cChunk, cWorld> * cWorld::InitializeRedstoneSimulator(cIniFil
|
||||
SimulatorName = "Incremental";
|
||||
}
|
||||
|
||||
cRedstoneSimulator<cChunk, cWorld> * res = nullptr;
|
||||
cRedstoneSimulator * res = nullptr;
|
||||
|
||||
if (NoCaseCompare(SimulatorName, "Incremental") == 0)
|
||||
{
|
||||
res = MakeIncrementalRedstoneSimulator(*this);
|
||||
res = new cIncrementalRedstoneSimulator(*this);
|
||||
}
|
||||
else if (NoCaseCompare(SimulatorName, "noop") == 0)
|
||||
{
|
||||
|
@ -33,7 +33,6 @@
|
||||
class cFireSimulator;
|
||||
class cFluidSimulator;
|
||||
class cSandSimulator;
|
||||
template <class ChunkType, class WorldType>
|
||||
class cRedstoneSimulator;
|
||||
class cItem;
|
||||
class cPlayer;
|
||||
@ -510,7 +509,7 @@ public:
|
||||
|
||||
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
||||
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
||||
inline cRedstoneSimulator<cChunk, cWorld> * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
|
||||
inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
|
||||
|
||||
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
|
||||
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
@ -919,7 +918,7 @@ private:
|
||||
cFluidSimulator * m_WaterSimulator;
|
||||
cFluidSimulator * m_LavaSimulator;
|
||||
std::unique_ptr<cFireSimulator> m_FireSimulator;
|
||||
cRedstoneSimulator<cChunk, cWorld> * m_RedstoneSimulator;
|
||||
cRedstoneSimulator * m_RedstoneSimulator;
|
||||
|
||||
cCriticalSection m_CSPlayers;
|
||||
cPlayerList m_Players;
|
||||
@ -1060,7 +1059,7 @@ private:
|
||||
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
||||
|
||||
/** Creates a new redstone simulator.*/
|
||||
cRedstoneSimulator<cChunk, cWorld> * InitializeRedstoneSimulator(cIniFile & a_IniFile);
|
||||
cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile);
|
||||
|
||||
/** Adds the players queued in the m_PlayersToAdd queue into the m_Players list.
|
||||
Assumes it is called from the Tick thread. */
|
||||
|
Loading…
x
Reference in New Issue
Block a user