Added repeater delays
They DO sometimes get stuck though :P
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@ -543,6 +543,33 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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{
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{
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if (!IsOn)
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if (!IsOn)
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{
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{
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// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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{
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if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
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{
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m_RepeatersDelayList.erase(itr);
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goto powerrepeater; // Delay time reached, break straight out, and into the powering code
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}
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else
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{
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itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
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return;
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}
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}
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}
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// Self not in list, add self to list
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sRepeatersDelayList RC;
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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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.)
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RC.a_ElapsedTicks = 0;
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m_RepeatersDelayList.push_back(RC);
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return;
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powerrepeater:
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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
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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
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}
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}
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switch (a_Meta & 0x3) // We only want the direction (bottom) bits
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switch (a_Meta & 0x3) // We only want the direction (bottom) bits
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@ -577,7 +604,32 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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{
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{
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if (IsOn)
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if (IsOn)
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{
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{
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
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// If repeater is not off already (and is NOT POWERED), see if it is in repeater list, or has reached delay time
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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{
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if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
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{
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m_RepeatersDelayList.erase(itr);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
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return;
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}
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else
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{
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itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
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return;
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}
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}
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}
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// Self not in list, add self to list
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sRepeatersDelayList RC;
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
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RC.a_ElapsedTicks = 0;
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m_RepeatersDelayList.push_back(RC);
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return;
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}
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}
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}
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}
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}
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}
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@ -57,13 +57,22 @@ private:
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bool WasLastStatePowered;
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bool WasLastStatePowered;
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};
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};
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struct sRepeatersDelayList
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{
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Vector3i a_BlockPos;
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short a_DelayTicks;
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short a_ElapsedTicks;
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};
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typedef std::vector <sPoweredBlocks> PoweredBlocksList;
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typedef std::vector <sPoweredBlocks> PoweredBlocksList;
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typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
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typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
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typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
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typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
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typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
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PoweredBlocksList m_PoweredBlocks;
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PoweredBlocksList m_PoweredBlocks;
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LinkedBlocksList m_LinkedPoweredBlocks;
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LinkedBlocksList m_LinkedPoweredBlocks;
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SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
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SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
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RepeatersDelayList m_RepeatersDelayList;
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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