4e5ab02a58
+ 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
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
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#pragma once
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#include "RedstoneHandler.h"
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class cTNTHandler final : public cRedstoneHandler
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{
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public:
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virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, 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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UNUSED(a_Chunk);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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return 0;
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}
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virtual void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating explodinator the trinitrotoluene (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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if (a_PoweringData.PowerLevel != 0)
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{
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a_Chunk.SetBlock(a_Position, E_BLOCK_AIR, 0);
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a_Chunk.GetWorld()->SpawnPrimedTNT(Vector3d(0.5, 0.5, 0.5) + cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos())); // 80 ticks to boom
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}
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}
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virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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{
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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}
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};
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