Merge pull request #683 from mc-server/redstoneimprovements
Redstone speed improvements
This commit is contained in:
commit
b90c9936b8
14
src/Chunk.h
14
src/Chunk.h
@ -343,12 +343,17 @@ public:
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NIBBLETYPE GetTimeAlteredLight(NIBBLETYPE a_Skylight) const;
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// Simulator data:
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// Per-chunk simulator data:
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cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
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cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
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cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
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cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
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cRedstoneSimulatorChunkData & GetRedstoneSimulatorData(void) { return m_RedstoneSimulatorData; }
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cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return &m_RedstoneSimulatorData; }
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cIncrementalRedstoneSimulator::PoweredBlocksList * GetRedstoneSimulatorPoweredBlocksList(void) { return &m_RedstoneSimulatorPoweredBlocksList; }
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cIncrementalRedstoneSimulator::LinkedBlocksList * GetRedstoneSimulatorLinkedBlocksList(void) { return &m_RedstoneSimulatorLinkedBlocksList; };
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cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList * GetRedstoneSimulatorSimulatedPlayerToggleableList(void) { return &m_RedstoneSimulatorSimulatedPlayerToggleableList; };
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cIncrementalRedstoneSimulator::RepeatersDelayList * GetRedstoneSimulatorRepeatersDelayList(void) { return &m_RedstoneSimulatorRepeatersDelayList; };
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cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); }
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@ -419,7 +424,12 @@ private:
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cFluidSimulatorData * m_WaterSimulatorData;
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cFluidSimulatorData * m_LavaSimulatorData;
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cSandSimulatorChunkData m_SandSimulatorData;
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cRedstoneSimulatorChunkData m_RedstoneSimulatorData;
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cIncrementalRedstoneSimulator::PoweredBlocksList m_RedstoneSimulatorPoweredBlocksList;
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cIncrementalRedstoneSimulator::LinkedBlocksList m_RedstoneSimulatorLinkedBlocksList;
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cIncrementalRedstoneSimulator::SimulatedPlayerToggleableList m_RedstoneSimulatorSimulatedPlayerToggleableList;
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cIncrementalRedstoneSimulator::RepeatersDelayList m_RedstoneSimulatorRepeatersDelayList;
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// pick up a random block of this chunk
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@ -33,7 +33,7 @@ public:
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case E_BLOCK_TNT:
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{
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// Activate the TNT:
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a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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a_World->BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
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break;
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@ -79,7 +79,7 @@ void cCreeper::Attack(float a_Dt)
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if (!m_bIsBlowing)
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{
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m_World->BroadcastSoundEffect("random.fuse", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 1.f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("game.tnt.primed", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 1.f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_bIsBlowing = true;
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m_World->BroadcastEntityMetadata(*this);
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}
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@ -8,7 +8,6 @@
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#include "../Entities/TNTEntity.h"
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#include "../Blocks/BlockTorch.h"
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#include "../Blocks/BlockDoor.h"
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#include "../Blocks/BlockFenceGate.h"
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#include "../Piston.h"
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@ -32,7 +31,7 @@ cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator()
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void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
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{
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if ((a_Chunk == NULL) || !a_Chunk->IsValid())
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{
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@ -43,17 +42,33 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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// We may be called with coordinates in a chunk that is not the first chunk parameter
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// In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
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// Use that Chunk pointer to get a relative position
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int RelX = 0;
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int RelZ = 0;
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
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if (a_OtherChunk != NULL)
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{
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RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
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RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
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a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
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}
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else
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{
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RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
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}
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// Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
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// Checking only when a block is changed, as opposed to every tick, also improves performance
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for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
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PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
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for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr)
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{
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if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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@ -63,7 +78,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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if (!IsPotentialSource(Block))
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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m_PoweredBlocks.erase(itr);
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PoweredBlocks->erase(itr);
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break;
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}
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else if (
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@ -76,7 +91,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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)
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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m_PoweredBlocks.erase(itr);
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PoweredBlocks->erase(itr);
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break;
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}
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else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
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@ -94,22 +109,24 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness();
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{
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LOGD("cIncrementalRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level");
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m_PoweredBlocks.erase(itr);
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PoweredBlocks->erase(itr);
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break;
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}
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}
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}
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}
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for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
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LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
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// We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
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for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();)
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{
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if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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if (!IsPotentialSource(Block))
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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m_LinkedPoweredBlocks.erase(itr);
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break;
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itr = LinkedPoweredBlocks->erase(itr);
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continue;
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}
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else if (
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// Things that can send power through a block but which depends on meta
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@ -119,8 +136,8 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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)
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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m_LinkedPoweredBlocks.erase(itr);
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break;
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itr = LinkedPoweredBlocks->erase(itr);
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continue;
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}
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}
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else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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@ -128,13 +145,15 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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if (!IsViableMiddleBlock(Block))
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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m_LinkedPoweredBlocks.erase(itr);
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break;
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itr = LinkedPoweredBlocks->erase(itr);
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continue;
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}
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}
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++itr;
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}
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for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr)
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SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
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for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->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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@ -144,12 +163,13 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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if (!IsAllowedBlock(Block))
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{
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LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
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m_SimulatedPlayerToggleableBlocks.erase(itr);
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SimulatedPlayerToggleableBlocks->erase(itr);
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break;
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}
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}
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
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RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
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for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != 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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@ -158,13 +178,19 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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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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m_RepeatersDelayList.erase(itr);
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RepeatersDelayList->erase(itr);
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break;
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}
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}
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cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
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for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
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if (a_OtherChunk != NULL)
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{
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// DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
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return;
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}
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cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
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for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr)
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{
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if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block
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{
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@ -185,7 +211,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B
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return;
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}
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ChunkData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
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RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
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}
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@ -199,20 +225,26 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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// The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks
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// A marking dirty system might be a TODO for later on, perhaps
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cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
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if (ChunkData.empty())
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m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
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if (m_RedstoneSimulatorChunkData->empty())
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{
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return;
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}
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m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
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m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
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m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
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m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
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m_Chunk = a_Chunk;
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int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
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int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
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for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end();)
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for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
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{
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if (dataitr->DataTwo)
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{
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dataitr = ChunkData.erase(dataitr);
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dataitr = m_RedstoneSimulatorChunkData->erase(dataitr);
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continue;
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}
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@ -285,6 +317,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data);
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break;
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}
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default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break;
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}
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++dataitr;
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}
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@ -293,6 +326,35 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if (
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((a_BlockX % cChunkDef::Width) <= 1) ||
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((a_BlockX % cChunkDef::Width) >= 14) ||
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((a_BlockZ % cChunkDef::Width) <= 1) ||
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((a_BlockZ % cChunkDef::Width) >= 14)
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) // Are we on a chunk boundary? ± 2 because of LinkedPowered blocks
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{
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// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
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AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
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// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
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// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and ± 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
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return;
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}
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// Not on boundary, just alert this chunk for speed
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AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
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}
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void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
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{
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@ -318,22 +380,6 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc
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{
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// There was a match, torch goes off
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
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float Pitch = (((1.0F-0.0F)*((float)rand()/RAND_MAX)) - ((1.0F-0.0F)*((float)rand()/RAND_MAX))) * 0.8F;
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m_World.BroadcastSoundEffect("random.fizz",
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((int) (a_BlockX + 0.5F) * 8.0),
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((int) (a_BlockY + 0.5F) * 8.0),
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((int) (a_BlockZ + 0.5F) * 8.0),
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0.5F,
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2.6F + Pitch);
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for (int l = 0; l < 5; ++l) {
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float d0 = a_BlockX + (double(rand())/RAND_MAX) * 0.6F + 0.2F;
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float d1 = a_BlockY + (double(rand())/RAND_MAX) * 0.6F + 0.2F;
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float d2 = a_BlockZ + (double(rand())/RAND_MAX) * 0.6F + 0.2F;
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m_World.BroadcastParticleEffect("smoke", d0, d1, d2, 0.0F, 0.0F, 0.0F, 0.01F, 1);
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}
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return;
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}
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@ -424,7 +470,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY,
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{
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cChunkInterface ChunkInterface(m_World.GetChunkMap());
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NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
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{
|
||||
if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
|
||||
@ -432,7 +478,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY,
|
||||
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4);
|
||||
m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
|
||||
SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -554,7 +600,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
|
||||
}
|
||||
}
|
||||
|
||||
if (TimesMetaSmaller == TimesFoundAWire)
|
||||
if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0))
|
||||
{
|
||||
// All surrounding metas were smaller - self must have been a wire that was
|
||||
// transferring power to other wires around.
|
||||
@ -563,7 +609,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock
|
||||
return; // No need to process block power sets because self not powered
|
||||
}
|
||||
else
|
||||
else if (MyMeta != MetaToSet)
|
||||
{
|
||||
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
|
||||
}
|
||||
@ -587,12 +633,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
|
||||
{
|
||||
case REDSTONE_NONE:
|
||||
{
|
||||
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
||||
SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
||||
SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
||||
SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
||||
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
||||
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
|
||||
|
||||
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
|
||||
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
|
||||
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE);
|
||||
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_WIRE);
|
||||
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
|
||||
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
|
||||
break;
|
||||
@ -638,14 +687,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B
|
||||
|
||||
if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on
|
||||
{
|
||||
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, true);
|
||||
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
|
||||
}
|
||||
else if (!IsSelfPowered && IsOn) // Queue a power change if I am not receiving power but on
|
||||
{
|
||||
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false);
|
||||
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
|
||||
}
|
||||
|
||||
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
|
||||
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -699,7 +748,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B
|
||||
{
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
|
||||
}
|
||||
m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating
|
||||
m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -1060,7 +1109,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
|
||||
|
||||
bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
|
||||
{
|
||||
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -1076,7 +1125,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a
|
||||
|
||||
bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
|
||||
{
|
||||
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -1094,7 +1143,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY
|
||||
{
|
||||
// Repeaters cannot be powered by any face except their back; verify that this is true for a source
|
||||
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
|
||||
|
||||
@ -1124,7 +1173,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY
|
||||
}
|
||||
}
|
||||
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
|
||||
|
||||
@ -1165,7 +1214,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY,
|
||||
int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ;
|
||||
eBlockFace Face = cPiston::MetaDataToDirection(a_Meta);
|
||||
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
|
||||
|
||||
@ -1181,7 +1230,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY,
|
||||
a_BlockZ = OldZ;
|
||||
}
|
||||
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
|
||||
|
||||
@ -1204,7 +1253,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY,
|
||||
|
||||
bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
|
||||
|
||||
@ -1214,7 +1263,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in
|
||||
}
|
||||
}
|
||||
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
|
||||
|
||||
@ -1232,7 +1281,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in
|
||||
|
||||
bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered)
|
||||
{
|
||||
for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr)
|
||||
for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
|
||||
{
|
||||
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -1375,7 +1424,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
|
||||
return;
|
||||
}
|
||||
|
||||
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
|
||||
PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
|
||||
|
||||
for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
|
||||
{
|
||||
if (
|
||||
itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
|
||||
@ -1390,7 +1441,7 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
|
||||
sPoweredBlocks RC;
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
|
||||
m_PoweredBlocks.push_back(RC);
|
||||
Powered->push_back(RC);
|
||||
}
|
||||
|
||||
|
||||
@ -1415,7 +1466,9 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
||||
return;
|
||||
}
|
||||
|
||||
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
|
||||
LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
|
||||
|
||||
for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
|
||||
{
|
||||
if (
|
||||
itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
|
||||
@ -1432,7 +1485,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ);
|
||||
RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
|
||||
m_LinkedPoweredBlocks.push_back(RC);
|
||||
Linked->push_back(RC);
|
||||
}
|
||||
|
||||
|
||||
@ -1441,7 +1494,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
||||
|
||||
void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered)
|
||||
{
|
||||
for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr)
|
||||
for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
|
||||
{
|
||||
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -1465,16 +1518,16 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl
|
||||
sSimulatedPlayerToggleableList RC;
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
RC.WasLastStatePowered = WasLastStatePowered;
|
||||
m_SimulatedPlayerToggleableBlocks.push_back(RC);
|
||||
m_SimulatedPlayerToggleableBlocks->push_back(RC);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn)
|
||||
void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
|
||||
{
|
||||
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
|
||||
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
|
||||
{
|
||||
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
|
||||
{
|
||||
@ -1484,7 +1537,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a
|
||||
}
|
||||
|
||||
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
|
||||
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description
|
||||
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
|
||||
itr->a_ElapsedTicks = 0;
|
||||
itr->ShouldPowerOn = ShouldPowerOn;
|
||||
return;
|
||||
@ -1492,18 +1545,16 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a
|
||||
}
|
||||
|
||||
// Self not in list, add self to list
|
||||
sRepeatersDelayList RC;
|
||||
sRepeatersDelayList RC;
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
|
||||
// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
|
||||
// * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed
|
||||
// We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P
|
||||
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2;
|
||||
|
||||
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
|
||||
|
||||
RC.a_ElapsedTicks = 0;
|
||||
RC.ShouldPowerOn = ShouldPowerOn;
|
||||
m_RepeatersDelayList.push_back(RC);
|
||||
m_RepeatersDelayList->push_back(RC);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
#include "RedstoneSimulator.h"
|
||||
|
||||
/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
|
||||
/// Per-chunk data for the simulator, specified individual chunks to simulate
|
||||
typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
|
||||
|
||||
|
||||
@ -21,7 +21,8 @@ public:
|
||||
|
||||
virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
|
||||
virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
|
||||
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
|
||||
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
|
||||
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
|
||||
enum eRedstoneDirection
|
||||
{
|
||||
@ -57,22 +58,29 @@ private:
|
||||
struct sRepeatersDelayList
|
||||
{
|
||||
Vector3i a_BlockPos;
|
||||
short a_DelayTicks;
|
||||
short a_ElapsedTicks;
|
||||
unsigned char a_DelayTicks;
|
||||
unsigned char a_ElapsedTicks;
|
||||
bool ShouldPowerOn;
|
||||
};
|
||||
|
||||
|
||||
public:
|
||||
|
||||
typedef std::vector <sPoweredBlocks> PoweredBlocksList;
|
||||
typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
|
||||
typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
|
||||
typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
|
||||
|
||||
PoweredBlocksList m_PoweredBlocks;
|
||||
LinkedBlocksList m_LinkedPoweredBlocks;
|
||||
SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
|
||||
RepeatersDelayList m_RepeatersDelayList;
|
||||
private:
|
||||
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
cRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
|
||||
PoweredBlocksList * m_PoweredBlocks;
|
||||
LinkedBlocksList * m_LinkedPoweredBlocks;
|
||||
SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
|
||||
RepeatersDelayList * m_RepeatersDelayList;
|
||||
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
|
||||
void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
|
||||
cChunk * m_Chunk;
|
||||
|
||||
// We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
|
||||
// In addition to being non-performant, it would stop the player from actually breaking said device
|
||||
@ -84,8 +92,6 @@ private:
|
||||
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles levers */
|
||||
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles Fence Gates */
|
||||
void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles buttons */
|
||||
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
|
||||
/** Handles daylight sensors */
|
||||
@ -118,6 +124,8 @@ private:
|
||||
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
|
||||
/** Handles trapdoors */
|
||||
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles fence gates */
|
||||
void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles noteblocks */
|
||||
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/* ===================== */
|
||||
@ -134,7 +142,7 @@ private:
|
||||
/** Marks all blocks immediately surrounding a coordinate as powered */
|
||||
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
|
||||
/** Queues a repeater to be powered or unpowered */
|
||||
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
|
||||
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
|
||||
|
||||
/** Returns if a coordinate is powered or linked powered */
|
||||
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
|
||||
@ -267,3 +275,7 @@ private:
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user