173 lines
5.1 KiB
C++
173 lines
5.1 KiB
C++
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#pragma once
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#include "RedstoneHandler.h"
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class cRedstoneWireHandler:
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public cRedstoneHandler
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{
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using Super = cRedstoneHandler;
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public:
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inline static bool IsDirectlyConnectingMechanism(BLOCKTYPE a_Block, NIBBLETYPE a_BlockMeta, const Vector3i a_Offset)
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{
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switch (a_Block)
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{
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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{
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a_BlockMeta &= E_META_REDSTONE_REPEATER_FACING_MASK;
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if ((a_BlockMeta == E_META_REDSTONE_REPEATER_FACING_XP) || (a_BlockMeta == E_META_REDSTONE_REPEATER_FACING_XM))
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{
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// Wire connects to repeater if repeater is aligned along X
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// and wire is in front or behind it (#4639)
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return a_Offset.x != 0;
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}
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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_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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default: return false;
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}
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}
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cVector3iArray GetTerracingConnectionOffsets(cWorld & a_World, const Vector3i a_Position) const
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{
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auto RelativePositions = GetRelativeLaterals();
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const auto YPTerraceBlock = a_World.GetBlock(a_Position + OffsetYP());
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const bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
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for (const auto & Adjacent : GetRelativeLaterals())
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{
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if (
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// A block above us blocks all YP terracing, so the check is static in the loop
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!IsYPTerracingBlocked &&
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(a_World.GetBlock(a_Position + Adjacent + OffsetYP()) == E_BLOCK_REDSTONE_WIRE)
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)
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{
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RelativePositions.emplace_back(Adjacent + OffsetYP());
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}
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const auto YMTerraceBlock = a_World.GetBlock(a_Position + Adjacent);
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if (
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// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
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(!cBlockInfo::IsSolid(YMTerraceBlock) || cBlockInfo::IsTransparent(YMTerraceBlock)) &&
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(a_World.GetBlock(a_Position + Adjacent + OffsetYM()) == E_BLOCK_REDSTONE_WIRE)
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)
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{
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RelativePositions.emplace_back(Adjacent + OffsetYM());
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}
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}
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return RelativePositions;
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}
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virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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{
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if (a_QueryPosition == (a_Position + OffsetYP()))
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{
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// Wires do not power things above them
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return 0;
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}
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if (a_QueryBlockType != E_BLOCK_REDSTONE_WIRE)
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{
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// For mechanisms, wire of power one will still power them
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a_Meta++;
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}
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// Wires always deliver power to the block underneath, and any directly connecting mechanisms
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if (
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(a_QueryPosition != (a_Position + OffsetYM())) &&
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!IsDirectlyConnectingMechanism(a_QueryBlockType, a_World.GetBlockMeta(a_QueryPosition), a_QueryPosition - a_Position)
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)
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{
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/*
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Okay, we do not directly connect to the wire.
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If there are no DC mechanisms at all, the wire powers all laterals. Great, we fall out the loop.
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If there is one DC mechanism, the wire "goes straight" along the axis of the wire and mechanism.
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The only possible way for us to be powered is for us to be on the opposite end, with the wire pointing towards us.
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If there is more than one DC, no non-DCs are powered.
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*/
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Vector3i PotentialOffset;
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bool FoundOneBorderingMechanism = false;
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for (const auto & Offset : GetTerracingConnectionOffsets(a_World, a_Position))
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{
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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if (
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!a_World.GetBlockTypeMeta(Offset + a_Position, Block, Meta) ||
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!IsDirectlyConnectingMechanism(Block, Meta, Offset)
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)
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{
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continue;
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}
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if (FoundOneBorderingMechanism)
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{
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// Case 3
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return 0;
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}
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// Potential case 2
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FoundOneBorderingMechanism = true;
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PotentialOffset = { -Offset.x, 0, -Offset.z };
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}
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if (FoundOneBorderingMechanism && (a_QueryPosition != (a_Position + PotentialOffset)))
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{
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// Case 2 fail
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return 0;
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}
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// Case 1
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// Case 2 success
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}
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return (a_Meta != 0) ? --a_Meta : a_Meta;
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}
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virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_World);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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return a_Meta;
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}
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virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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UNUSED(a_BlockType);
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// LOGD("Evaluating dusty the wire (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel);
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if (a_Meta != a_PoweringData.PowerLevel)
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{
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a_World.SetBlockMeta(a_Position, a_PoweringData.PowerLevel);
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return GetAdjustedRelatives(a_Position, StaticAppend(StaticAppend(GetRelativeLaterals(), GetTerracingConnectionOffsets(a_World, a_Position)), cVector3iArray{ OffsetYM() }));
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}
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return {};
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}
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virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_World);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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return GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeAdjacents(), GetTerracingConnectionOffsets(a_World, a_Position)));
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}
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};
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