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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/RedstoneLampHandler.h
Tiger Wang 4e5ab02a58 Use SimulateChunk in redstone simulator
+ Improved performance, reduces bottleneck in chunkmap lookup
* Stop allocating and throwing away lots of small vectors in Update/GetValidSourcePositions return values
- Remove unused GetPowerLevel virtual
2020-07-26 14:16:46 +01:00

50 lines
1.2 KiB
C++

#pragma once
class cRedstoneLampHandler final : public cRedstoneHandler
{
public:
inline static bool IsOn(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_REDSTONE_LAMP_ON);
}
virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
{
return 0;
}
virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating lamp (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);
if (a_PoweringData.PowerLevel > 0)
{
if (!IsOn(a_BlockType))
{
a_Chunk.FastSetBlock(a_Position, E_BLOCK_REDSTONE_LAMP_ON, 0);
}
}
else
{
if (IsOn(a_BlockType))
{
a_Chunk.FastSetBlock(a_Position, E_BLOCK_REDSTONE_LAMP_OFF, 0);
}
}
}
virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
{
UNUSED(a_Chunk);
UNUSED(a_Meta);
UNUSED(a_BlockType);
InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
}
};