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Added repeater delays

They DO sometimes get stuck though :P
This commit is contained in:
Tiger Wang 2013-12-10 00:21:24 +00:00
parent ebad87d870
commit 1dec73be0b
2 changed files with 62 additions and 1 deletions

View File

@ -543,6 +543,33 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{ {
if (!IsOn) if (!IsOn)
{ {
// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
{
m_RepeatersDelayList.erase(itr);
goto powerrepeater; // Delay time reached, break straight out, and into the powering code
}
else
{
itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
return;
}
}
}
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
return;
powerrepeater:
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
} }
switch (a_Meta & 0x3) // We only want the direction (bottom) bits switch (a_Meta & 0x3) // We only want the direction (bottom) bits
@ -577,7 +604,32 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{ {
if (IsOn) if (IsOn)
{ {
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); // If repeater is not off already (and is NOT POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
{
m_RepeatersDelayList.erase(itr);
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
return;
}
else
{
itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
return;
}
}
}
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
return;
} }
} }
} }

View File

@ -57,13 +57,22 @@ private:
bool WasLastStatePowered; bool WasLastStatePowered;
}; };
struct sRepeatersDelayList
{
Vector3i a_BlockPos;
short a_DelayTicks;
short a_ElapsedTicks;
};
typedef std::vector <sPoweredBlocks> PoweredBlocksList; typedef std::vector <sPoweredBlocks> PoweredBlocksList;
typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList; typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList; typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
PoweredBlocksList m_PoweredBlocks; PoweredBlocksList m_PoweredBlocks;
LinkedBlocksList m_LinkedPoweredBlocks; LinkedBlocksList m_LinkedPoweredBlocks;
SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks; SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
RepeatersDelayList m_RepeatersDelayList;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;