d8c8d0124d
* We no longer need to track the powering block with the removal of SolidBlockHandler. PowerLevel is now just an unsigned char
106 lines
2.6 KiB
C++
106 lines
2.6 KiB
C++
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#pragma once
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#include <stack>
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#include "../RedstoneSimulator.h"
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#include "../../Chunk.h"
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using PowerLevel = unsigned char;
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class cIncrementalRedstoneSimulatorChunkData final : public cRedstoneSimulatorChunkData
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{
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public:
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void WakeUp(const Vector3i & a_Position)
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{
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m_ActiveBlocks.push(a_Position);
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}
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auto & GetActiveBlocks()
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{
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return m_ActiveBlocks;
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}
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PowerLevel GetCachedPowerData(const Vector3i Position) const
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{
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auto Result = m_CachedPowerLevels.find(Position);
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return (Result == m_CachedPowerLevels.end()) ? 0 : Result->second;
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}
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void SetCachedPowerData(const Vector3i Position, const PowerLevel PowerLevel)
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{
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m_CachedPowerLevels[Position] = PowerLevel;
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}
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std::pair<int, bool> * GetMechanismDelayInfo(const Vector3i Position)
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{
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auto Result = m_MechanismDelays.find(Position);
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return (Result == m_MechanismDelays.end()) ? nullptr : &Result->second;
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}
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/** Erase all cached redstone data for position. */
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void ErasePowerData(const Vector3i Position)
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{
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m_CachedPowerLevels.erase(Position);
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m_MechanismDelays.erase(Position);
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AlwaysTickedPositions.erase(Position);
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WireStates.erase(Position);
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ObserverCache.erase(Position);
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}
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PowerLevel ExchangeUpdateOncePowerData(const Vector3i & a_Position, PowerLevel Power)
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{
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auto Result = m_CachedPowerLevels.find(a_Position);
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if (Result == m_CachedPowerLevels.end())
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{
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m_CachedPowerLevels[a_Position] = Power;
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return 0;
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}
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std::swap(Result->second, Power);
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return Power;
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}
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/** Adjust From-relative coordinates into To-relative coordinates. */
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inline static Vector3i RebaseRelativePosition(const cChunk & From, const cChunk & To, const Vector3i Position)
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{
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return
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{
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Position.x + (From.GetPosX() - To.GetPosX()) * cChunkDef::Width,
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Position.y,
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Position.z + (From.GetPosZ() - To.GetPosZ()) * cChunkDef::Width
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};
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}
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/** Temporary, should be chunk data: wire block store, to avoid recomputing states every time. */
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std::unordered_map<Vector3i, short, VectorHasher<int>> WireStates;
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std::unordered_set<Vector3i, VectorHasher<int>> AlwaysTickedPositions;
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/** Structure storing an observer's last seen block. */
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std::unordered_map<Vector3i, std::pair<BLOCKTYPE, NIBBLETYPE>, VectorHasher<int>> ObserverCache;
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/** Structure storing position of mechanism + it's delay ticks (countdown) & if to power on. */
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std::unordered_map<Vector3i, std::pair<int, bool>, VectorHasher<int>> m_MechanismDelays;
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private:
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std::stack<Vector3i, std::vector<Vector3i>> m_ActiveBlocks;
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// TODO: map<Vector3i, int> -> Position of torch + it's heat level
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std::unordered_map<Vector3i, PowerLevel, VectorHasher<int>> m_CachedPowerLevels;
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friend class cRedstoneHandlerFactory;
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};
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