#pragma once #include "Simulator.h" class cRedstoneSimulator : public cSimulator { typedef cSimulator super; public: cRedstoneSimulator( cWorld* a_World ); ~cRedstoneSimulator(); virtual void Simulate( float a_Dt ) override; virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return true; } virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; enum eRedstoneDirection { REDSTONE_NONE = 0, REDSTONE_X_POS = 0x1, REDSTONE_X_NEG = 0x2, REDSTONE_Z_POS = 0x4, REDSTONE_Z_NEG = 0x8, }; eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ); eRedstoneDirection GetWireDirection(const Vector3i & a_Pos) { return GetWireDirection(a_Pos.x, a_Pos.y, a_Pos.z); } static bool IsRepeaterPointingTo (const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos); static bool IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos); static NIBBLETYPE RepeaterRotationToMetaData(float a_Rotation); static Vector3i GetRepeaterDirection(NIBBLETYPE a_MetaData); static NIBBLETYPE LeverDirectionToMetaData(char a_Dir); static bool IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos); static bool IsLeverOn(NIBBLETYPE a_BlockMeta); private: struct sRepeaterChange { Vector3i Position; int Ticks; bool bPowerOn; bool bPowerOffNextTime; }; typedef std::deque BlockList; typedef std::deque< sRepeaterChange > RepeaterList; RepeaterList m_SetRepeaters; void SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn); virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {} void HandleChange( const Vector3i & a_BlockPos ); BlockList RemoveCurrent( const Vector3i & a_BlockPos ); bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power ); int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock ); bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false ); bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire ); BlockList m_Blocks; BlockList m_BlocksBuffer; BlockList m_RefreshPistons; BlockList m_RefreshDispensers; BlockList m_RefreshTorchesAround; void RefreshTorchesAround( const Vector3i & a_BlockPos ); // TODO: The entire simulator is synchronized, no need to lock data structures; remove this cCriticalSection m_CS; };