Yay redstone repeaters!
git-svn-id: http://mc-server.googlecode.com/svn/trunk@374 0a769ca7-a7f5-676a-18bf-c427514a06d6
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5e4e89b6ee
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01577bed9d
@ -69,6 +69,9 @@ ENUM_ITEM_ID cBlockToPickup::ToPickup( unsigned char a_BlockID, ENUM_ITEM_ID a_U
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return E_ITEM_GLOWSTONE_DUST;
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case E_BLOCK_DOUBLE_STEP:
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return E_ITEM_STEP;
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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return E_ITEM_REDSTONE_REPEATER;
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default:
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return (ENUM_ITEM_ID)a_BlockID;
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}
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@ -1,5 +1,7 @@
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#pragma once
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#include "Vector3i.h"
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class cWorld;
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class cRedstone
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{
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@ -21,6 +23,91 @@ public:
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return 0x0;
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}
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static bool IsRepeaterPointingTo( const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos )
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{
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switch( a_MetaData )
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{
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case 0x0:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) )
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{
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return true;
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}
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break;
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case 0x1:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
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{
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return true;
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}
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break;
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case 0x2:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) )
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{
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return true;
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}
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break;
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case 0x3:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
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{
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return true;
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}
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break;
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default:
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break;
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}
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return false;
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}
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static bool IsRepeaterPointingAway( const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos )
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{
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switch( a_MetaData )
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{
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case 0x0:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) )
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{
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return true;
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}
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break;
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case 0x1:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
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{
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return true;
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}
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break;
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case 0x2:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) )
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{
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return true;
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}
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break;
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case 0x3:
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if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
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{
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return true;
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}
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break;
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default:
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break;
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}
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return false;
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}
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static Vector3i GetRepeaterDirection( char a_MetaData )
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{
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switch( a_MetaData )
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{
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case 0x0:
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return Vector3i( 0, 0,-1 );
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case 0x1:
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return Vector3i( 1, 0, 0 );
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case 0x2:
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return Vector3i( 0, 0, 1 );
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case 0x3:
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return Vector3i(-1, 0, 0 );
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default:
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break;
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}
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return Vector3i();
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}
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void CalculateRedstone( int, int, int );
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void ChangeRedstone( int, int, int, bool );
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@ -47,12 +47,48 @@ void cRedstoneSimulator::Simulate( float a_Dt )
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// Toggle torches on/off
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while( !m_RefreshTorchesAround.empty() )
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{
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Vector3i pos = m_RefreshTorchesAround.back();
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m_RefreshTorchesAround.pop_back();
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Vector3i pos = m_RefreshTorchesAround.front();
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m_RefreshTorchesAround.pop_front();
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RefreshTorchesAround( pos );
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}
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// Set repeaters to correct values, and decrement ticks
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for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); )
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{
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(*itr).Ticks--;
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if( (*itr).Ticks <= 0 )
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{
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char Block = m_World->GetBlock( (*itr).Position );
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if( (*itr).bPowerOn == true && Block == E_BLOCK_REDSTONE_REPEATER_OFF )
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{
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m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) );
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m_Blocks.push_back( (*itr).Position );
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}
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else if( (*itr).bPowerOn == false && Block == E_BLOCK_REDSTONE_REPEATER_ON )
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{
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m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) );
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m_Blocks.push_back( (*itr).Position );
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}
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if( (*itr).bPowerOffNextTime )
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{
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(*itr).bPowerOn = false;
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(*itr).bPowerOffNextTime = false;
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(*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata
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++itr;
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}
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else
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{
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itr = m_SetRepeaters.erase( itr );
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}
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}
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else
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{
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++itr;
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}
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}
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// Handle changed blocks
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{
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cCSLock Lock( m_CS );
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@ -79,9 +115,11 @@ void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
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Vector3i( 0, 1, 0), // Also toggle torch on top
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};
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char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
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char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF;
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if( IsPowered( a_BlockPos, true ) )
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{
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TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
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TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON;
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//if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
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//{
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// m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
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@ -99,8 +137,10 @@ void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
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{
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Vector3i TorchPos = a_BlockPos + Surroundings[i];
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const char Block = m_World->GetBlock( TorchPos );
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if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
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switch( Block )
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{
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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if( Block != TargetBlockID )
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{
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char TorchMeta = m_World->GetBlockMeta( TorchPos );
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@ -110,7 +150,17 @@ void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
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m_Blocks.push_back( TorchPos );
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}
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}
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break;
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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if( Block != TargetRepeaterID && cRedstone::IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) )
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{
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SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON );
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}
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break;
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default:
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break;
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};
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}
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}
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@ -161,6 +211,21 @@ void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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}
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Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
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}
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else if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) // Check if repeater is powered by a 'powered block' (not wires/torch)
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{
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Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
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Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
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char OtherBlock = m_World->GetBlock( pos );
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if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) )
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{
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RefreshTorchesAround( pos );
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}
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else
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{
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SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) );
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}
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Block = m_World->GetBlock( a_BlockPos );
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}
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BlockList Sources;
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// If torch is still on, use it as a source
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@ -168,12 +233,38 @@ void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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{
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Sources.push_back( a_BlockPos );
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}
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else if( Block == E_BLOCK_REDSTONE_REPEATER_ON )
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{
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static Vector3i Surroundings [] = { // It only spreads right in front, and one block up
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Vector3i( 0, 0, 0),
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Vector3i( 0, 1, 0),
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};
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Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Direction + Surroundings[i];
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if( PowerBlock( pos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( pos );
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}
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}
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}
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// Power all blocks legally connected to the sources
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if( Block != E_BLOCK_REDSTONE_REPEATER_ON )
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{
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BlockList NewSources = RemoveCurrent( a_BlockPos );
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Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
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while( !Sources.empty() )
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{
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Vector3i SourcePos = Sources.back();
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Sources.pop_back();
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char Block = m_World->GetBlock( SourcePos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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@ -181,8 +272,6 @@ void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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};
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Vector3i SourcePos = Sources.back();
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = SourcePos + Surroundings[i];
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@ -191,7 +280,29 @@ void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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Sources.pop_back();
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}
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break;
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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static Vector3i Surroundings [] = {
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Vector3i( 0, 0, 0),
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Vector3i( 0, 1, 0),
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};
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Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = SourcePos + Direction + Surroundings[i];
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if( PowerBlock( pos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( pos );
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}
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}
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}
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break;
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};
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}
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}
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@ -264,6 +375,15 @@ bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i
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m_RefreshPistons.push_back( a_BlockPos );
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}
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break;
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
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{
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SetRepeater( a_BlockPos, 10, true );
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}
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}
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break;
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default:
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{
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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@ -284,7 +404,7 @@ bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i
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int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos )
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int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock )
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{
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char Block = m_World->GetBlock( a_BlockPos );
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switch( Block )
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@ -308,6 +428,24 @@ int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos )
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return 2;
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}
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break;
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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if( cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock )
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|| cRedstone::IsRepeaterPointingTo( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock - Vector3i(0, 1, 0) ) ) // Check if repeater is next/below wire
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{
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return 2;
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}
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else if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
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{
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SetRepeater( a_BlockPos, 10, false );
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}
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}
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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if( cRedstone::IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
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{
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SetRepeater( a_BlockPos, 10, false );
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}
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break;
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default:
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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{
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@ -330,6 +468,8 @@ int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos )
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// Also returns all energy sources it encountered
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cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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std::deque< Vector3i > FoundSources;
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@ -350,7 +490,28 @@ cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i
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};
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char Block = m_World->GetBlock( a_BlockPos );
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if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON )
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if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF )
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{
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static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up
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Vector3i( 0, 0, 0),
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Vector3i( 0, 1, 0),
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};
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Vector3i Direction = cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Direction + Surroundings[i];
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int RetVal = UnPowerBlock( pos, a_BlockPos );
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if( RetVal == 1 )
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{
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SpreadStack.push_back( pos ); // Changed, so add to stack
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}
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else if( RetVal == 2 )
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{
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FoundSources.push_back( pos );
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}
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}
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}
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else if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON )
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{
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static Vector3i Surroundings [] = { // Torches only spread on the same level
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Vector3i(-1, 0, 0),
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@ -362,7 +523,7 @@ cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i];
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int RetVal = UnPowerBlock( pos );
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int RetVal = UnPowerBlock( pos, a_BlockPos );
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if( RetVal == 1 )
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{
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SpreadStack.push_back( pos ); // Changed, so add to stack
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@ -387,7 +548,7 @@ cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = pos + Surroundings[i];
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int RetVal = UnPowerBlock( OtherPos );
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int RetVal = UnPowerBlock( OtherPos, pos );
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if( RetVal == 1 )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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@ -406,56 +567,71 @@ cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i
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bool cRedstoneSimulator::IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire )
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{
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char PowerBlock = m_World->GetBlock( a_PowerPos );
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if( !a_bOnlyByWire && PowerBlock == E_BLOCK_REDSTONE_TORCH_ON ) return true;
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if( PowerBlock == E_BLOCK_REDSTONE_REPEATER_ON ) // A repeater pointing towards block is regarded as wire
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{
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if( cRedstone::IsRepeaterPointingTo( a_PowerPos, m_World->GetBlockMeta( a_PowerPos ), a_BlockPos ) )
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{
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return true;
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}
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}
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if( PowerBlock == E_BLOCK_REDSTONE_WIRE )
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{
|
||||
if( m_World->GetBlockMeta( a_PowerPos ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_PowerPos ) == a_WireDirection )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ )
|
||||
{
|
||||
char NegX = m_World->GetBlock( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z );
|
||||
if( !a_bOnlyByWire && NegX == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( NegX == E_BLOCK_REDSTONE_WIRE )
|
||||
char Block = m_World->GetBlock( a_BlockPos );
|
||||
if( Block == E_BLOCK_REDSTONE_REPEATER_OFF || Block == E_BLOCK_REDSTONE_REPEATER_ON )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) > 0 )
|
||||
Vector3i Behind = a_BlockPos - cRedstone::GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
|
||||
char BehindBlock = m_World->GetBlock( Behind );
|
||||
if( BehindBlock == E_BLOCK_REDSTONE_TORCH_ON )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_POS )
|
||||
return true;
|
||||
}
|
||||
if( BehindBlock == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( Behind ) > 0 )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
char PosX = m_World->GetBlock( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z );
|
||||
if( !a_bOnlyByWire && PosX == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( PosX == E_BLOCK_REDSTONE_WIRE )
|
||||
if( BehindBlock == E_BLOCK_REDSTONE_REPEATER_ON )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_NEG )
|
||||
if( cRedstone::IsRepeaterPointingTo( Behind, m_World->GetBlockMeta( Behind ), a_BlockPos ) )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
char NegZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 );
|
||||
if( !a_bOnlyByWire && NegZ == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( NegZ == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) == REDSTONE_Z_POS )
|
||||
{
|
||||
|
||||
if( IsPowering( Vector3i( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire ) )
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
char PosZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 );
|
||||
if( !a_bOnlyByWire && PosZ == E_BLOCK_REDSTONE_TORCH_ON ) return true;
|
||||
if( PosZ == E_BLOCK_REDSTONE_WIRE )
|
||||
{
|
||||
if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) > 0 )
|
||||
{
|
||||
if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) == REDSTONE_Z_NEG )
|
||||
{
|
||||
if( IsPowering( Vector3i( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire ) )
|
||||
return true;
|
||||
if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire ) )
|
||||
return true;
|
||||
if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire ) )
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only wires can power the bottom block
|
||||
char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z );
|
||||
@ -473,7 +649,7 @@ bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByW
|
||||
|
||||
|
||||
|
||||
// Believe me, it works!!
|
||||
// Believe me, it works!! TODO: Add repeaters and low/high wires
|
||||
cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z )
|
||||
{
|
||||
int Dir = REDSTONE_NONE;
|
||||
|
@ -26,17 +26,56 @@ public:
|
||||
eRedstoneDirection GetDirection( int a_X, int a_Y, int a_Z );
|
||||
eRedstoneDirection GetDirection( const Vector3i & a_Pos ) { return GetDirection( a_Pos.x, a_Pos.y, a_Pos.z ); }
|
||||
private:
|
||||
struct sRepeaterChange
|
||||
{
|
||||
Vector3i Position;
|
||||
int Ticks;
|
||||
bool bPowerOn;
|
||||
bool bPowerOffNextTime;
|
||||
};
|
||||
|
||||
typedef std::deque <Vector3i> BlockList;
|
||||
|
||||
typedef std::deque< sRepeaterChange > RepeaterList;
|
||||
RepeaterList m_SetRepeaters;
|
||||
void SetRepeater( const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn )
|
||||
{
|
||||
for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr )
|
||||
{
|
||||
sRepeaterChange & Change = *itr;
|
||||
if( Change.Position.Equals( a_Position ) )
|
||||
{
|
||||
if( Change.bPowerOn && a_bPowerOn == false )
|
||||
{
|
||||
Change.bPowerOffNextTime = true;
|
||||
}
|
||||
if( a_bPowerOn == true )
|
||||
{
|
||||
Change.bPowerOffNextTime = false;
|
||||
}
|
||||
Change.bPowerOn |= a_bPowerOn;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
sRepeaterChange RC;
|
||||
RC.Position = a_Position;
|
||||
RC.Ticks = a_Ticks;
|
||||
RC.bPowerOn = a_bPowerOn;
|
||||
RC.bPowerOffNextTime = false;
|
||||
m_SetRepeaters.push_back( RC );
|
||||
}
|
||||
|
||||
virtual void AddBlock(int a_X, int a_Y, int a_Z) {}
|
||||
|
||||
void HandleChange( const Vector3i & a_BlockPos );
|
||||
BlockList RemoveCurrent( const Vector3i & a_BlockPos );
|
||||
|
||||
bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
|
||||
int UnPowerBlock( const Vector3i & a_BlockPos );
|
||||
int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );
|
||||
|
||||
bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
|
||||
bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
|
||||
|
||||
BlockList m_Blocks;
|
||||
BlockList m_BlocksBuffer;
|
||||
@ -44,6 +83,7 @@ private:
|
||||
BlockList m_RefreshPistons;
|
||||
|
||||
BlockList m_RefreshTorchesAround;
|
||||
|
||||
void RefreshTorchesAround( const Vector3i & a_BlockPos );
|
||||
|
||||
cCriticalSection m_CS;
|
||||
|
Loading…
Reference in New Issue
Block a user