87 lines
2.5 KiB
C++
87 lines
2.5 KiB
C++
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#pragma once
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#include "Simulator.h"
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class cRedstoneSimulator :
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public cSimulator
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{
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typedef cSimulator super;
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public:
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cRedstoneSimulator(cWorld & a_World);
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~cRedstoneSimulator();
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virtual void Simulate( float a_Dt ) override;
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virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return true; }
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virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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enum eRedstoneDirection
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{
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REDSTONE_NONE = 0,
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REDSTONE_X_POS = 0x1,
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REDSTONE_X_NEG = 0x2,
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REDSTONE_Z_POS = 0x4,
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REDSTONE_Z_NEG = 0x8,
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};
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eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
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eRedstoneDirection GetWireDirection(const Vector3i & a_Pos) { return GetWireDirection(a_Pos.x, a_Pos.y, a_Pos.z); }
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static bool IsRepeaterPointingTo (const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
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static bool IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
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static NIBBLETYPE RepeaterRotationToMetaData(double a_Rotation);
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static Vector3i GetRepeaterDirection(NIBBLETYPE a_MetaData);
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static NIBBLETYPE LeverDirectionToMetaData(char a_Dir);
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static bool IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos);
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static bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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private:
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struct sRepeaterChange
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{
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Vector3i Position;
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int Ticks;
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bool bPowerOn;
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bool bPowerOffNextTime;
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};
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typedef std::deque <Vector3i> BlockList;
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typedef std::deque< sRepeaterChange > RepeaterList;
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RepeaterList m_SetRepeaters;
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void SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn);
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {}
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void HandleChange( const Vector3i & a_BlockPos );
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BlockList RemoveCurrent( const Vector3i & a_BlockPos );
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bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
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int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );
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bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
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bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
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BlockList m_Blocks;
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BlockList m_BlocksBuffer;
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BlockList m_RefreshPistons;
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BlockList m_RefreshDispensers;
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BlockList m_RefreshTorchesAround;
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void RefreshTorchesAround( const Vector3i & a_BlockPos );
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// TODO: The entire simulator is synchronized, no need to lock data structures; remove this
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cCriticalSection m_CS;
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};
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