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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulato...

227 lines
6.0 KiB
C++

#include "Globals.h"
#include "IncrementalRedstoneSimulator.h"
#include "Chunk.h"
#include "CommandBlockHandler.h"
#include "DoorHandler.h"
#include "RedstoneHandler.h"
#include "RedstoneTorchHandler.h"
#include "RedstoneWireHandler.h"
#include "RedstoneRepeaterHandler.h"
#include "RedstoneToggleHandler.h"
#include "SolidBlockHandler.h"
#include "RedstoneLampHandler.h"
#include "RedstoneBlockHandler.h"
#include "PistonHandler.h"
#include "SmallGateHandler.h"
#include "NoteBlockHandler.h"
#include "TNTHandler.h"
#include "PoweredRailHandler.h"
#include "PressurePlateHandler.h"
#include "TripwireHookHandler.h"
#include "DropSpenserHandler.h"
#include "RedstoneComparatorHandler.h"
#include "TrappedChestHandler.h"
cRedstoneHandler * cIncrementalRedstoneSimulator::CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data)
{
switch (a_BlockType)
{
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_POWERED_RAIL:
{
static cPoweredRailHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_INACTIVE_COMPARATOR:
{
static cRedstoneComparatorHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
{
static cDropSpenserHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
{
static cPressurePlateHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_FENCE_GATE:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_TRAPDOOR:
{
static cSmallGateHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
{
static cRedstoneLampHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
static cRedstoneRepeaterHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
{
static cRedstoneTorchHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
{
static cPistonHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_LEVER:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_WOODEN_BUTTON:
{
static cRedstoneToggleHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_BLOCK_OF_REDSTONE:
{
static cRedstoneBlockHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_COMMAND_BLOCK:
{
static cCommandBlockHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_NOTE_BLOCK:
{
static cNoteBlockHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_REDSTONE_WIRE:
{
static cRedstoneWireHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_TNT:
{
static cTNTHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_TRAPPED_CHEST:
{
static cTrappedChestHandler ComponentHandler(a_World);
return &ComponentHandler;
}
case E_BLOCK_TRIPWIRE_HOOK:
{
static cTripwireHookHandler ComponentHandler(a_World);
return &ComponentHandler;
}
default:
{
if (cBlockDoorHandler::IsDoorBlockType(a_BlockType))
{
static cDoorHandler ComponentHandler(a_World);
return &ComponentHandler;
}
if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
{
static cSolidBlockHandler ComponentHandler(a_World);
return &ComponentHandler;
}
return nullptr;
}
}
}
void cIncrementalRedstoneSimulator::Simulate(float a_dt)
{
for (auto & DelayInfo : m_Data.m_MechanismDelays)
{
if ((--DelayInfo.second.first) == 0)
{
m_Data.GetActiveBlocks().emplace_back(DelayInfo.first);
}
}
// Build our work queue
cVector3iArray WorkQueue;
std::swap(WorkQueue, m_Data.GetActiveBlocks());
// Process the work queue
while (!WorkQueue.empty())
{
// Grab the first element and remove it from the list
Vector3i CurrentLocation = WorkQueue.back();
WorkQueue.pop_back();
BLOCKTYPE CurrentBlock;
NIBBLETYPE CurrentMeta;
if (!m_World.GetBlockTypeMeta(CurrentLocation.x, CurrentLocation.y, CurrentLocation.z, CurrentBlock, CurrentMeta))
{
continue;
}
auto CurrentHandler = cIncrementalRedstoneSimulator::CreateComponent(m_World, CurrentBlock, &m_Data);
if (CurrentHandler == nullptr) // Block at CurrentPosition doesn't have a corresponding redstone handler
{
// Clean up cached PowerData for CurrentPosition
static_cast<cIncrementalRedstoneSimulator *>(m_World.GetRedstoneSimulator())->GetChunkData()->ErasePowerData(CurrentLocation);
continue;
}
cRedstoneHandler::PoweringData Power;
for (const auto & Location : CurrentHandler->GetValidSourcePositions(CurrentLocation, CurrentBlock, CurrentMeta))
{
BLOCKTYPE PotentialBlock;
NIBBLETYPE PotentialMeta;
if ((Location.y < 0) || (Location.y > cChunkDef::Height))
{
continue;
}
m_World.GetBlockTypeMeta(Location.x, Location.y, Location.z, PotentialBlock, PotentialMeta);
auto PotentialSourceHandler = cIncrementalRedstoneSimulator::CreateComponent(m_World, PotentialBlock, &m_Data);
if (PotentialSourceHandler == nullptr)
{
continue;
}
decltype(Power) PotentialPower(PotentialBlock, PotentialSourceHandler->GetPowerDeliveredToPosition(Location, PotentialBlock, PotentialMeta, CurrentLocation, CurrentBlock));
Power = std::max(Power, PotentialPower);
}
// Inform the handler to update
cVector3iArray Updates = CurrentHandler->Update(CurrentLocation, CurrentBlock, CurrentMeta, Power);
WorkQueue.insert(WorkQueue.end(), Updates.begin(), Updates.end());
if (IsAlwaysTicked(CurrentBlock))
{
m_Data.GetActiveBlocks().emplace_back(CurrentLocation);
}
}
}