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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/ObserverHandler.h

109 lines
3.0 KiB
C++

#pragma once
#include "../../Blocks/BlockObserver.h"
namespace ObserverHandler
{
inline bool IsOn(NIBBLETYPE a_Meta)
{
return (a_Meta & 0x8) == 0x8;
}
inline bool ShouldPowerOn(cChunk & Chunk, const Vector3i a_Position, NIBBLETYPE a_Meta, cIncrementalRedstoneSimulatorChunkData & a_Data)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!Chunk.UnboundedRelGetBlock(a_Position + cBlockObserverHandler::GetObservingFaceOffset(a_Meta), BlockType, BlockMeta))
{
return false;
}
auto & ObserverCache = a_Data.ObserverCache;
const auto FindResult = ObserverCache.find(a_Position);
const auto Observed = std::make_pair(BlockType, BlockMeta);
if (FindResult == ObserverCache.end())
{
// Cache the last seen block for this position:
ObserverCache.emplace(a_Position, Observed);
// Definitely should signal update:
return true;
}
// The block this observer previously saw.
const auto Previous = FindResult->second;
// Update the last seen block:
FindResult->second = Observed;
// Determine if to signal an update based on the block previously observed changed
return Previous != Observed;
}
inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
{
const auto Meta = a_Chunk.GetMeta(a_Position);
return (IsOn(Meta) && (a_QueryPosition == (a_Position + cBlockObserverHandler::GetSignalOutputOffset(Meta)))) ? 15 : 0;
}
inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
{
// LOGD("Evaluating Lenny the observer (%i %i %i)", a_Position.x, a_Position.y, a_Position.z);
auto & Data = DataForChunk(a_Chunk);
auto DelayInfo = Data.GetMechanismDelayInfo(a_Position);
if (DelayInfo == nullptr)
{
if (!ShouldPowerOn(a_Chunk, a_Position, a_Meta, Data))
{
return;
}
// From rest, we've determined there was a block update
// Schedule power-on 1 tick in the future
Data.m_MechanismDelays[a_Position] = std::make_pair(1, true);
return;
}
int DelayTicks;
bool ShouldPowerOn;
std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
if (DelayTicks != 0)
{
return;
}
if (ShouldPowerOn)
{
// Remain on for 1 tick before resetting
*DelayInfo = std::make_pair(1, false);
a_Chunk.SetMeta(a_Position, a_Meta | 0x8);
}
else
{
// We've reset. Erase delay data in preparation for detecting further updates
Data.m_MechanismDelays.erase(a_Position);
a_Chunk.SetMeta(a_Position, a_Meta & ~0x8);
}
UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, a_Position, cBlockObserverHandler::GetSignalOutputOffset(a_Meta));
}
inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
{
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_BlockType);
}
};