text: 
  #pragma once
  
  #include "../RedstoneSimulator.h"
  #include "RedstoneHandler.h"
  #include "RedstoneSimulatorChunkData.h"
  
  
  
  
  
  class cIncrementalRedstoneSimulator final :
  	public cRedstoneSimulator
  {
  	using Super = cRedstoneSimulator;
  
  public:
  
  	cIncrementalRedstoneSimulator(cWorld & a_World) :
  		Super(a_World)
  	{
  	}
  
  	virtual void Simulate(float Dt) override {};
  	virtual void SimulateChunk(std::chrono::milliseconds Dt, int ChunkX, int ChunkZ, cChunk * Chunk) override;
  
  	void ProcessWorkItem(cChunk & Chunk, cChunk & TickingSource, const Vector3i Position);
  
  	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_OBSERVER:
  			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_OBSERVER:
  			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;
  		}
  	}
  
  	static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
  
  private:
  
  	static std::unique_ptr<cRedstoneHandler> CreateComponent(BLOCKTYPE a_BlockType);
  } ;
  