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Implemented an easy way of adding new redstone simulators.

Also added a "noop" redstone simulator that does the same as the fluid version.
This commit is contained in:
STRWarrior 2014-02-07 22:13:55 +01:00
parent e165da946e
commit 176664810b
6 changed files with 122 additions and 9 deletions

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@ -0,0 +1,40 @@
#pragma once
#include "RedstoneManager.h"
class cRedstoneNoopSimulator :
public cRedstoneManager
{
typedef cRedstoneManager super;
public:
cRedstoneNoopSimulator(cWorld & a_World) :
super(a_World)
{
}
//~cRedstoneNoopSimulator();
virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override
{
UNUSED(a_Dt);
UNUSED(a_ChunkX);
UNUSED(a_ChunkZ);
UNUSED(a_Chunk);
}
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return false; }
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override
{
UNUSED(a_BlockX);
UNUSED(a_BlockY);
UNUSED(a_BlockZ);
UNUSED(a_Chunk);
}
} ;

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@ -0,0 +1,19 @@
#include "Globals.h"
#include "RedstoneManager.h"
#include "../World.h"
cRedstoneManager::cRedstoneManager(cWorld & a_World) :
super(a_World)
{
}

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@ -0,0 +1,17 @@
#pragma once
#include "Simulator.h"
class cRedstoneManager :
public cSimulator
{
typedef cSimulator super;
public:
cRedstoneManager(cWorld & a_World);
} ;

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@ -1,7 +1,7 @@
#pragma once
#include "Simulator.h"
#include "RedstoneManager.h"
/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
@ -11,9 +11,9 @@ typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
class cRedstoneSimulator :
public cSimulator
public cRedstoneManager
{
typedef cSimulator super;
typedef cRedstoneManager super;
public:
cRedstoneSimulator(cWorld & a_World);

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@ -29,6 +29,7 @@
#include "Simulator/FluidSimulator.h"
#include "Simulator/FireSimulator.h"
#include "Simulator/NoopFluidSimulator.h"
#include "Simulator/NoopRedstoneSimulator.h"
#include "Simulator/SandSimulator.h"
#include "Simulator/RedstoneSimulator.h"
#include "Simulator/VaporizeFluidSimulator.h"
@ -596,12 +597,11 @@ void cWorld::Start(void)
m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
m_SandSimulator = new cSandSimulator(*this, IniFile);
m_FireSimulator = new cFireSimulator(*this, IniFile);
m_RedstoneSimulator = new cRedstoneSimulator(*this);
m_RedstoneSimulator = InitializeRedstoneSimulator(IniFile);
// Water and Lava simulators get registered in InitializeFluidSimulator()
// Water, Lava and Redstone simulators get registered in InitializeFluidSimulator()
m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_FireSimulator, 1);
m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
m_Lighting.Start(this);
m_Storage.Start(this, m_StorageSchema, m_StorageCompressionFactor );
@ -2871,6 +2871,40 @@ void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Resul
cRedstoneManager * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
{
AString SimulatorName = a_IniFile.GetValueSet("Physics", "RedstoneSimulator", "");
if (SimulatorName.empty())
{
LOGWARNING("[Physics] RedstoneSimulator not present or empty in %s, using the default of \"Floody\".", GetIniFileName().c_str());
SimulatorName = "redstone";
}
cRedstoneManager * res = NULL;
if (
(NoCaseCompare(SimulatorName, "redstone") == 0)
)
{
res = new cRedstoneSimulator(*this);
}
else if (
(NoCaseCompare(SimulatorName, "noop") == 0)
)
{
res = new cRedstoneNoopSimulator(*this);
}
m_SimulatorManager->RegisterSimulator(res, 1);
return res;
}
cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
{
AString SimulatorNameKey;

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@ -33,7 +33,7 @@
class cFireSimulator;
class cFluidSimulator;
class cSandSimulator;
class cRedstoneSimulator;
class cRedstoneManager;
class cItem;
class cPlayer;
class cClientHandle;
@ -432,7 +432,7 @@ public:
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
inline cRedstoneManager * 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
@ -759,7 +759,7 @@ private:
cFluidSimulator * m_WaterSimulator;
cFluidSimulator * m_LavaSimulator;
cFireSimulator * m_FireSimulator;
cRedstoneSimulator * m_RedstoneSimulator;
cRedstoneManager * m_RedstoneSimulator;
cCriticalSection m_CSPlayers;
cPlayerList m_Players;
@ -858,6 +858,9 @@ private:
/** Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) */
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
/** Creates a new redstone simulator.*/
cRedstoneManager * InitializeRedstoneSimulator(cIniFile & a_IniFile);
}; // tolua_export