Implement redstone quasi-connectivity (#4889)
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23bca00831
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6183b28f93
@ -65,6 +65,11 @@ namespace DropSpenserHandler
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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// Consider indirect power:
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Callback.CheckIndirectPower();
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// Consider normal adjacents:
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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}
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};
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@ -23,25 +23,6 @@ ForEachSourceCallback::ForEachSourceCallback(const cChunk & Chunk, const Vector3
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bool ForEachSourceCallback::ShouldQueryLinkedPosition(const Vector3i Location, const BLOCKTYPE Block)
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{
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switch (Block)
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{
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// Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.)
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// However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_OBSERVER:
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case E_BLOCK_TRAPPED_CHEST: return false;
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// If a mechanism asks for power from a block, redirect the query to linked positions if:
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default: return cBlockInfo::IsSolid(Block);
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}
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}
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void ForEachSourceCallback::operator()(Vector3i Location)
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{
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if (!cChunk::IsValidHeight(Location.y))
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@ -58,7 +39,7 @@ void ForEachSourceCallback::operator()(Vector3i Location)
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const auto PotentialSourceBlock = NeighbourChunk->GetBlock(Location);
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const auto NeighbourRelativeQueryPosition = cIncrementalRedstoneSimulatorChunkData::RebaseRelativePosition(m_Chunk, *NeighbourChunk, m_Position);
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if (ShouldQueryLinkedPosition(Location, PotentialSourceBlock))
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if (ShouldQueryLinkedPosition(PotentialSourceBlock))
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{
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Power = std::max(Power, QueryLinkedPower(*NeighbourChunk, NeighbourRelativeQueryPosition, m_CurrentBlock, Location));
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}
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@ -78,6 +59,58 @@ void ForEachSourceCallback::operator()(Vector3i Location)
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void ForEachSourceCallback::CheckIndirectPower()
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{
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const Vector3i OffsetYP(0, 1, 0);
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const auto Above = m_Position + OffsetYP;
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if (Above.y == cChunkDef::Height)
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{
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return;
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}
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// Object representing restarted power calculation where the
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// block above this piston, dropspenser is requesting a power level.
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ForEachSourceCallback QuasiQueryCallback(m_Chunk, Above, m_Chunk.GetBlock(Above));
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// Manually feed the callback object all positions that may deliver power to Above:
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for (const auto QuasiPowerOffset : cSimulator::GetLinkedOffsets(OffsetYP))
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{
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QuasiQueryCallback(m_Position + QuasiPowerOffset);
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}
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// Get the results:
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Power = std::max(Power, QuasiQueryCallback.Power);
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}
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bool ForEachSourceCallback::ShouldQueryLinkedPosition(const BLOCKTYPE Block)
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{
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switch (Block)
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{
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// Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.)
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// However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_OBSERVER:
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case E_BLOCK_TRAPPED_CHEST: return false;
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// Pistons are solid but don't participate in link powering:
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case E_BLOCK_PISTON:
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case E_BLOCK_PISTON_EXTENSION:
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case E_BLOCK_STICKY_PISTON: return false;
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// If a mechanism asks for power from a block, redirect the query to linked positions if:
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default: return cBlockInfo::IsSolid(Block);
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}
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}
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PowerLevel ForEachSourceCallback::QueryLinkedPower(const cChunk & Chunk, const Vector3i QueryPosition, const BLOCKTYPE QueryBlock, const Vector3i SolidBlockPosition)
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{
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PowerLevel Power = 0;
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@ -13,20 +13,24 @@ public:
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ForEachSourceCallback(const cChunk & Chunk, Vector3i Position, BLOCKTYPE CurrentBlock);
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/** Returns whether a potential source position should be treated as linked. */
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bool ShouldQueryLinkedPosition(Vector3i Location, BLOCKTYPE Block);
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/** Callback invoked for each potential source position of the redstone component. */
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void operator()(Vector3i Location);
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/** Callback invoked for blocks supporting quasiconnectivity. */
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void CheckIndirectPower();
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// The maximum power level of all source locations.
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PowerLevel Power;
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private:
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/** Returns whether a potential source position that's occupied by Block should be treated as linked. */
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static bool ShouldQueryLinkedPosition(BLOCKTYPE Block);
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/** Asks redstone handlers adjacent to a solid block how much power they will deliver to the querying position, via the solid block.
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Both QueryPosition and SolidBlockPosition are relative to Chunk. */
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static PowerLevel QueryLinkedPower(const cChunk & Chunk, Vector3i QueryPosition, BLOCKTYPE QueryBlock, Vector3i SolidBlockPosition);
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PowerLevel Power;
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private:
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const cChunk & m_Chunk;
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const Vector3i m_Position;
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const BLOCKTYPE m_CurrentBlock;
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@ -60,5 +60,8 @@ namespace PistonHandler
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Callback(a_Position + Offset);
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}
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}
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// Consider indirect power:
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Callback.CheckIndirectPower();
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}
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};
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@ -88,11 +88,14 @@ namespace RedstoneWireHandler
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return a_Offset.z != 0;
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}
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_LEVER:
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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: return true;
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_WOODEN_BUTTON: return true;
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default: return false;
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}
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}
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