#include "Globals.h"
#include "ForEachSourceCallback.h"
#include "../../BlockInfo.h"
#include "../../Chunk.h"
#include "IncrementalRedstoneSimulator.h"
#include "RedstoneHandler.h"
ForEachSourceCallback::ForEachSourceCallback(const cChunk & Chunk, const Vector3i Position, const BLOCKTYPE CurrentBlock) :
Power(0),
m_Chunk(Chunk),
m_Position(Position),
m_CurrentBlock(CurrentBlock)
{
}
void ForEachSourceCallback::operator()(Vector3i Location)
{
if (!cChunkDef::IsValidHeight(Location.y))
{
return;
}
const auto NeighbourChunk = m_Chunk.GetRelNeighborChunkAdjustCoords(Location);
if ((NeighbourChunk == nullptr) || !NeighbourChunk->IsValid())
{
return;
}
const auto PotentialSourceBlock = NeighbourChunk->GetBlock(Location);
const auto NeighbourRelativeQueryPosition = cIncrementalRedstoneSimulatorChunkData::RebaseRelativePosition(m_Chunk, *NeighbourChunk, m_Position);
if (ShouldQueryLinkedPosition(PotentialSourceBlock))
{
Power = std::max(Power, QueryLinkedPower(*NeighbourChunk, NeighbourRelativeQueryPosition, m_CurrentBlock, Location));
}
else
{
Power = std::max(
Power,
RedstoneHandler::GetPowerDeliveredToPosition(
*NeighbourChunk, Location, PotentialSourceBlock,
NeighbourRelativeQueryPosition, m_CurrentBlock, false
)
);
}
}
void ForEachSourceCallback::CheckIndirectPower()
{
const Vector3i OffsetYP(0, 1, 0);
const auto Above = m_Position + OffsetYP;
if (Above.y == cChunkDef::Height)
{
return;
}
// Object representing restarted power calculation where the
// block above this piston, dropspenser is requesting a power level.
ForEachSourceCallback QuasiQueryCallback(m_Chunk, Above, m_Chunk.GetBlock(Above));
// Manually feed the callback object all positions that may deliver power to Above:
for (const auto & QuasiPowerOffset : cSimulator::GetLinkedOffsets(OffsetYP))
{
QuasiQueryCallback(m_Position + QuasiPowerOffset);
}
// Get the results:
Power = std::max(Power, QuasiQueryCallback.Power);
}
bool ForEachSourceCallback::ShouldQueryLinkedPosition(const BLOCKTYPE Block)
{
switch (Block)
{
// Normally we don't ask solid blocks for power because they don't have any (stone, dirt, etc.)
// However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_OBSERVER:
case E_BLOCK_TRAPPED_CHEST: return false;
// Pistons are solid but don't participate in link powering:
case E_BLOCK_PISTON:
case E_BLOCK_PISTON_EXTENSION:
case E_BLOCK_STICKY_PISTON: return false;
// If a mechanism asks for power from a block, redirect the query to linked positions if:
default: return cBlockInfo::IsSolid(Block);
}
}
PowerLevel ForEachSourceCallback::QueryLinkedPower(const cChunk & Chunk, const Vector3i QueryPosition, const BLOCKTYPE QueryBlock, const Vector3i SolidBlockPosition)
{
PowerLevel Power = 0;
// Loop through all linked powerable offsets in the direction requested:
for (const auto & Offset : cSimulator::GetLinkedOffsets(SolidBlockPosition - QueryPosition))
{
auto SourcePosition = QueryPosition + Offset;
if (!cChunkDef::IsValidHeight(SourcePosition.y))
{
continue;
}
const auto NeighbourChunk = Chunk.GetRelNeighborChunkAdjustCoords(SourcePosition);
if ((NeighbourChunk == nullptr) || !NeighbourChunk->IsValid())
{
continue;
}
// Conduit block's position, relative to NeighbourChunk.
const auto NeighbourRelativeSolidBlockPosition = cIncrementalRedstoneSimulatorChunkData::RebaseRelativePosition(Chunk, *NeighbourChunk, SolidBlockPosition);
// Do a standard power query, but the requester's position is actually the solid block that will conduct power:
Power = std::max(
Power,
RedstoneHandler::GetPowerDeliveredToPosition(
*NeighbourChunk, SourcePosition, NeighbourChunk->GetBlock(SourcePosition),
NeighbourRelativeSolidBlockPosition, QueryBlock, true
)
);
}
return Power;
}