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#pragma once
#include "../RedstoneSimulator.h"
#include "RedstoneSimulatorChunkData.h"
class cIncrementalRedstoneSimulator:
public cRedstoneSimulator
{
using Super = cRedstoneSimulator;
public:
cIncrementalRedstoneSimulator(cWorld & a_World):
Super(a_World)
{
}
virtual void Simulate(float a_dt) override;
virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override {}
virtual cIncrementalRedstoneSimulatorChunkData * CreateChunkData() override
{
return new cIncrementalRedstoneSimulatorChunkData;
}
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override
{
return IsRedstone(a_BlockType);
}
virtual void AddBlock(Vector3i a_Block, cChunk * a_Chunk) override;
/** Returns if a block is a mechanism (something that accepts power and does something)
Used by torches to determine if they will power a block
*/
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
{
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_HOPPER:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_PISTON:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_WOODEN_DOOR:
{
return true;
}
default: return false;
}
}
/** Returns if a redstone device is always ticked due to influence by its environment */
inline static bool IsAlwaysTicked(BLOCKTYPE a_Block)
{
switch (a_Block) // Call the appropriate simulator for the entry's block type
{
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: return true;
default: return false;
}
}
/** Returns if a block is any sort of redstone device */
inline static bool IsRedstone(BLOCKTYPE a_Block)
{
switch (a_Block)
{
// All redstone devices, please alpha sort
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_COMMAND_BLOCK:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HOPPER:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_LEVER:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_TNT:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_TRAPPED_CHEST:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_TRIPWIRE:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_PISTON:
{
return true;
}
default: return false;
}
}
cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; }
static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
private:
static std::unique_ptr<cRedstoneHandler> CreateComponent(BLOCKTYPE a_BlockType);
// oh yea its crazy time
cIncrementalRedstoneSimulatorChunkData m_Data;
} ;
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