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# include "Globals.h"
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# include "BlockEntities/ChestEntity.h"
typedef cItemCallback < cChestEntity > cChestCallback ;
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# include "Chunk.h"
# include "World.h"
# include "Blocks/GetHandlerCompileTimeTemplate.h"
# include "Blocks/BlockTorch.h"
# include "Blocks/BlockLever.h"
# include "Blocks/BlockButton.h"
# include "Blocks/BlockTripwireHook.h"
# include "Blocks/BlockDoor.h"
# include "Blocks/BlockPiston.h"
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# include "IncrementalRedstoneSimulator.h"
# include "BoundingBox.h"
# include "Blocks/ChunkInterface.h"
# include "RedstoneSimulator.h"
void cIncrementalRedstoneSimulator : : RedstoneAddBlock ( int a_BlockX , int a_BlockY , int a_BlockZ , cChunk * a_Chunk , cChunk * a_OtherChunk )
{
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if ( ( a_Chunk = = nullptr ) | | ! a_Chunk - > IsValid ( ) )
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{
return ;
}
else if ( ( a_BlockY < 0 ) | | ( a_BlockY > cChunkDef : : Height ) )
{
return ;
}
// We may be called with coordinates in a chunk that is not the first chunk parameter
// In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
// Use that Chunk pointer to get a relative position
int RelX = 0 ;
int RelZ = 0 ;
BLOCKTYPE Block ;
NIBBLETYPE Meta ;
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if ( a_OtherChunk ! = nullptr )
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{
RelX = a_BlockX - a_OtherChunk - > GetPosX ( ) * cChunkDef : : Width ;
RelZ = a_BlockZ - a_OtherChunk - > GetPosZ ( ) * cChunkDef : : Width ;
a_OtherChunk - > GetBlockTypeMeta ( RelX , a_BlockY , RelZ , Block , Meta ) ;
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// If a_OtherChunk is passed (not nullptr), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
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// Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
a_Chunk - > SetIsRedstoneDirty ( true ) ;
}
else
{
RelX = a_BlockX - a_Chunk - > GetPosX ( ) * cChunkDef : : Width ;
RelZ = a_BlockZ - a_Chunk - > GetPosZ ( ) * cChunkDef : : Width ;
a_Chunk - > GetBlockTypeMeta ( RelX , a_BlockY , RelZ , Block , Meta ) ;
}
// 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
// Checking only when a block is changed, as opposed to every tick, also improves performance
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if (
! IsPotentialSource ( Block ) | |
(
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// Changeable sources
( ( Block = = E_BLOCK_REDSTONE_WIRE ) & & ( Meta = = 0 ) ) | |
( ( Block = = E_BLOCK_LEVER ) & & ! IsLeverOn ( Meta ) ) | |
( ( Block = = E_BLOCK_DETECTOR_RAIL ) & & ( ( Meta & 0x08 ) = = 0 ) ) | |
( ( ( Block = = E_BLOCK_STONE_BUTTON ) | | ( Block = = E_BLOCK_WOODEN_BUTTON ) ) & & ( ! IsButtonOn ( Meta ) ) ) | |
( ( Block = = E_BLOCK_TRIPWIRE_HOOK ) & & ( ( Meta & 0x08 ) = = 0 ) )
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)
)
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{
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SetSourceUnpowered ( RelX , a_BlockY , RelZ , a_OtherChunk ! = nullptr ? a_OtherChunk : a_Chunk ) ;
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}
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if ( ! IsViableMiddleBlock ( Block ) )
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{
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SetInvalidMiddleBlock ( RelX , a_BlockY , RelZ , a_OtherChunk ! = nullptr ? a_OtherChunk : a_Chunk ) ;
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}
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auto & SimulatedPlayerToggleableBlocks = ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ) - > m_SimulatedPlayerToggleableBlocks ;
SimulatedPlayerToggleableBlocks . erase ( std : : remove_if ( SimulatedPlayerToggleableBlocks . begin ( ) , SimulatedPlayerToggleableBlocks . end ( ) , [ RelX , a_BlockY , RelZ , Block , this ] ( const sSimulatedPlayerToggleableList & itr )
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{
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return itr . a_RelBlockPos . Equals ( Vector3i ( RelX , a_BlockY , RelZ ) ) & & ! IsAllowedBlock ( Block ) ;
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}
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) , SimulatedPlayerToggleableBlocks . end ( ) ) ;
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auto & RepeatersDelayList = ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ) - > m_RepeatersDelayList ;
RepeatersDelayList . erase ( std : : remove_if ( RepeatersDelayList . begin ( ) , RepeatersDelayList . end ( ) , [ RelX , a_BlockY , RelZ , Block ] ( const sRepeatersDelayList & itr )
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{
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return itr . a_RelBlockPos . Equals ( Vector3i ( RelX , a_BlockY , RelZ ) ) & & ( Block ! = E_BLOCK_REDSTONE_REPEATER_ON ) & & ( Block ! = E_BLOCK_REDSTONE_REPEATER_OFF ) ;
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}
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) , RepeatersDelayList . end ( ) ) ;
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if ( a_OtherChunk ! = nullptr )
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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
return ;
}
cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ) - > m_ChunkData ;
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for ( auto & itr : RedstoneSimulatorChunkData )
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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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{
if ( ! IsAllowedBlock ( Block ) )
{
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itr . DataTwo = true ; // The new blocktype is not redstone; it must be queued to be removed from this list
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}
else
{
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itr . DataTwo = false ;
itr . Data = Block ; // Update block information
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}
return ;
}
}
if ( ! IsAllowedBlock ( Block ) )
{
return ;
}
cCoordWithBlockAndBoolVector & QueuedData = ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ) - > m_QueuedChunkData ;
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for ( const auto & itr : QueuedData )
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{
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if ( ( itr . x = = RelX ) & & ( itr . y = = a_BlockY ) & & ( itr . z = = RelZ ) )
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{
// Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
return ;
}
}
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QueuedData . emplace_back ( cCoordWithBlockAndBool ( RelX , a_BlockY , RelZ , Block , false ) ) ;
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}
void cIncrementalRedstoneSimulator : : SimulateChunk ( float a_Dt , int a_ChunkX , int a_ChunkZ , cChunk * a_Chunk )
{
m_RedstoneSimulatorChunkData = ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ;
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if ( m_RedstoneSimulatorChunkData = = nullptr )
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{
m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData ( ) ;
a_Chunk - > SetRedstoneSimulatorData ( m_RedstoneSimulatorChunkData ) ;
}
if ( m_RedstoneSimulatorChunkData - > m_ChunkData . empty ( ) & & ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ) - > m_QueuedChunkData . empty ( ) )
{
return ;
}
m_RedstoneSimulatorChunkData - > m_ChunkData . insert (
m_RedstoneSimulatorChunkData - > m_ChunkData . end ( ) ,
m_RedstoneSimulatorChunkData - > m_QueuedChunkData . begin ( ) ,
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m_RedstoneSimulatorChunkData - > m_QueuedChunkData . end ( )
) ;
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m_RedstoneSimulatorChunkData - > m_QueuedChunkData . clear ( ) ;
m_PoweredBlocks = & m_RedstoneSimulatorChunkData - > m_PoweredBlocks ;
m_RepeatersDelayList = & m_RedstoneSimulatorChunkData - > m_RepeatersDelayList ;
m_SimulatedPlayerToggleableBlocks = & m_RedstoneSimulatorChunkData - > m_SimulatedPlayerToggleableBlocks ;
m_LinkedPoweredBlocks = & m_RedstoneSimulatorChunkData - > m_LinkedBlocks ;
m_Chunk = a_Chunk ;
bool ShouldUpdateSimulateOnceBlocks = false ;
if ( a_Chunk - > IsRedstoneDirty ( ) )
{
// Simulate the majority of devices only if something (blockwise or power-wise) has changed
// Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
a_Chunk - > SetIsRedstoneDirty ( false ) ;
ShouldUpdateSimulateOnceBlocks = true ;
}
HandleRedstoneRepeaterDelays ( ) ;
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for ( auto dataitr = m_RedstoneSimulatorChunkData - > m_ChunkData . begin ( ) ; dataitr ! = m_RedstoneSimulatorChunkData - > m_ChunkData . end ( ) ; )
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{
if ( dataitr - > DataTwo )
{
dataitr = m_RedstoneSimulatorChunkData - > m_ChunkData . erase ( dataitr ) ;
continue ;
}
switch ( dataitr - > Data )
{
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case E_BLOCK_DAYLIGHT_SENSOR : HandleDaylightSensor ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_TRIPWIRE : HandleTripwire ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_TRIPWIRE_HOOK : HandleTripwireHook ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
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case E_BLOCK_WOODEN_PRESSURE_PLATE :
case E_BLOCK_STONE_PRESSURE_PLATE :
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE :
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE :
{
HandlePressurePlate ( dataitr - > x , dataitr - > y , dataitr - > z , dataitr - > Data ) ;
break ;
}
default : break ;
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}
if ( ShouldUpdateSimulateOnceBlocks )
{
switch ( dataitr - > Data )
{
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case E_BLOCK_REDSTONE_WIRE : HandleRedstoneWire ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_COMMAND_BLOCK : HandleCommandBlock ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_NOTE_BLOCK : HandleNoteBlock ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_BLOCK_OF_REDSTONE : HandleRedstoneBlock ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_LEVER : HandleRedstoneLever ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_TNT : HandleTNT ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_IRON_TRAPDOOR : HandleTrapdoor ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_TRAPDOOR : HandleTrapdoor ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_TRAPPED_CHEST : HandleTrappedChest ( dataitr - > x , dataitr - > y , dataitr - > z ) ; break ;
case E_BLOCK_ACTIVATOR_RAIL :
case E_BLOCK_DETECTOR_RAIL :
case E_BLOCK_POWERED_RAIL :
{
HandleRail ( dataitr - > x , dataitr - > y , dataitr - > z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_ACACIA_DOOR :
case E_BLOCK_BIRCH_DOOR :
case E_BLOCK_DARK_OAK_DOOR :
case E_BLOCK_JUNGLE_DOOR :
case E_BLOCK_SPRUCE_DOOR :
case E_BLOCK_WOODEN_DOOR :
case E_BLOCK_IRON_DOOR :
{
HandleDoor ( dataitr - > x , dataitr - > y , dataitr - > z ) ;
break ;
}
case E_BLOCK_ACACIA_FENCE_GATE :
case E_BLOCK_BIRCH_FENCE_GATE :
case E_BLOCK_DARK_OAK_FENCE_GATE :
case E_BLOCK_FENCE_GATE :
case E_BLOCK_JUNGLE_FENCE_GATE :
case E_BLOCK_SPRUCE_FENCE_GATE :
{
HandleFenceGate ( dataitr - > x , dataitr - > y , dataitr - > z ) ;
break ;
}
case E_BLOCK_REDSTONE_LAMP_OFF :
case E_BLOCK_REDSTONE_LAMP_ON :
{
HandleRedstoneLamp ( dataitr - > x , dataitr - > y , dataitr - > z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_DISPENSER :
case E_BLOCK_DROPPER :
{
HandleDropSpenser ( dataitr - > x , dataitr - > y , dataitr - > z ) ;
break ;
}
case E_BLOCK_PISTON :
case E_BLOCK_STICKY_PISTON :
{
HandlePiston ( dataitr - > x , dataitr - > y , dataitr - > z ) ;
break ;
}
case E_BLOCK_REDSTONE_REPEATER_OFF :
case E_BLOCK_REDSTONE_REPEATER_ON :
{
HandleRedstoneRepeater ( dataitr - > x , dataitr - > y , dataitr - > z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_REDSTONE_TORCH_OFF :
case E_BLOCK_REDSTONE_TORCH_ON :
{
HandleRedstoneTorch ( dataitr - > x , dataitr - > y , dataitr - > z , dataitr - > Data ) ;
break ;
}
case E_BLOCK_STONE_BUTTON :
case E_BLOCK_WOODEN_BUTTON :
{
HandleRedstoneButton ( dataitr - > x , dataitr - > y , dataitr - > z ) ;
break ;
}
default : break ;
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}
}
+ + dataitr ;
}
}
void cIncrementalRedstoneSimulator : : WakeUp ( int a_BlockX , int a_BlockY , int a_BlockZ , cChunk * a_Chunk )
{
if ( AreCoordsOnChunkBoundary ( a_BlockX , a_BlockY , a_BlockZ ) )
{
// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
AddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk ) ;
// 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
// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX - 2 , a_BlockZ ) , a_Chunk ) ;
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX + 2 , a_BlockZ ) , a_Chunk ) ;
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX , a_BlockZ - 2 ) , a_Chunk ) ;
RedstoneAddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk - > GetNeighborChunk ( a_BlockX , a_BlockZ + 2 ) , a_Chunk ) ;
return ;
}
// Not on boundary, just alert this chunk for speed
AddBlock ( a_BlockX , a_BlockY , a_BlockZ , a_Chunk ) ;
}
void cIncrementalRedstoneSimulator : : HandleRedstoneTorch ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , BLOCKTYPE a_MyState )
{
static const struct / / Define which directions the torch can power
{
int x , y , z ;
} gCrossCoords [ ] =
{
{ 1 , 0 , 0 } ,
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } ,
{ 0 , 1 , 0 } ,
} ;
if ( a_MyState = = E_BLOCK_REDSTONE_TORCH_ON )
{
// Check if the block the torch is on is powered
int X = a_RelBlockX ; int Y = a_RelBlockY ; int Z = a_RelBlockZ ;
AddFaceDirection ( X , Y , Z , GetHandlerCompileTime < E_BLOCK_TORCH > : : type : : MetaDataToDirection ( m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) , true ) ; // Inverse true to get the block torch is on
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cChunk * Neighbour = m_Chunk - > GetRelNeighborChunkAdjustCoords ( X , Z ) ;
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if ( ( Neighbour = = nullptr ) | | ! Neighbour - > IsValid ( ) )
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{
return ;
}
if ( AreCoordsDirectlyPowered ( X , Y , Z , Neighbour ) )
{
// There was a match, torch goes off
m_Chunk - > SetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_BLOCK_REDSTONE_TORCH_OFF , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ;
return ;
}
// Torch still on, make all 4(X, Z) + 1(Y) sides powered
for ( size_t i = 0 ; i < ARRAYCOUNT ( gCrossCoords ) ; i + + )
{
BLOCKTYPE Type = 0 ;
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z , Type ) )
{
continue ;
}
if ( i + 1 < ARRAYCOUNT ( gCrossCoords ) ) // Sides of torch, not top (top is last)
{
if (
IsMechanism ( Type ) & & // Is it a mechanism? Not block/other torch etc.
( ! Vector3i ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z ) . Equals ( Vector3i ( X , Y , Z ) ) ) // CAN'T power block is that it is on
)
{
SetBlockPowered ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z , a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
}
}
else
{
// Top side, power whatever is there, including blocks
SetBlockPowered ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z , a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
// Power all blocks surrounding block above torch
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_YP ) ;
}
}
if ( m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ! = 0x5 ) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
{
BLOCKTYPE Type = m_Chunk - > GetBlock ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ ) ;
if ( IsMechanism ( Type ) ) // Still can't make a normal block powered though!
{
SetBlockPowered ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
}
}
}
else
{
// Check if the block the torch is on is powered
int X = a_RelBlockX ; int Y = a_RelBlockY ; int Z = a_RelBlockZ ;
AddFaceDirection ( X , Y , Z , GetHandlerCompileTime < E_BLOCK_TORCH > : : type : : MetaDataToDirection ( m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) , true ) ; // Inverse true to get the block torch is on
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cChunk * Neighbour = m_Chunk - > GetRelNeighborChunkAdjustCoords ( X , Z ) ;
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if ( ( Neighbour = = nullptr ) | | ! Neighbour - > IsValid ( ) )
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{
return ;
}
// See if off state torch can be turned on again
if ( AreCoordsDirectlyPowered ( X , Y , Z , Neighbour ) )
{
return ; // Something matches, torch still powered
}
// Block torch on not powered, can be turned on again!
m_Chunk - > SetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_BLOCK_REDSTONE_TORCH_ON , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneBlock ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
SetBlockPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ; // Set self as powered
}
void cIncrementalRedstoneSimulator : : HandleRedstoneLever ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
NIBBLETYPE Meta = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( IsLeverOn ( Meta ) )
{
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
eBlockFace Dir = GetHandlerCompileTime < E_BLOCK_LEVER > : : type : : BlockMetaDataToBlockFace ( Meta ) ;
Dir = ReverseBlockFace ( Dir ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , Dir ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleFenceGate ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
NIBBLETYPE MetaData = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) )
{
if ( ( MetaData & 0x4 ) = = 0 )
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , MetaData | 0x4 ) ;
m_Chunk - > BroadcastSoundParticleEffect ( 1003 , BlockX , a_RelBlockY , BlockZ , 0 ) ;
}
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) ;
}
}
else
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) )
{
if ( ( MetaData & 0x4 ) ! = 0 )
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , MetaData & ~ 0x04 ) ;
m_Chunk - > BroadcastSoundParticleEffect ( 1003 , BlockX , a_RelBlockY , BlockZ , 0 ) ;
}
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneButton ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
NIBBLETYPE Meta = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( IsButtonOn ( Meta ) )
{
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
eBlockFace Dir = GetHandlerCompileTime < E_BLOCK_STONE_BUTTON > : : type : : BlockMetaDataToBlockFace ( Meta ) ;
Dir = ReverseBlockFace ( Dir ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , Dir ) ;
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneWire ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
static const struct / / Define which directions the wire can receive power from
{
int x , y , z ;
} gCrossCoords [ ] =
{
{ 1 , 0 , 0 } , /* Wires on same level start */
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } , /* Wires on same level stop */
{ 1 , 1 , 0 } , /* Wires one higher, surrounding self start */
{ - 1 , 1 , 0 } ,
{ 0 , 1 , 1 } ,
{ 0 , 1 , - 1 } , /* Wires one higher, surrounding self stop */
{ 1 , - 1 , 0 } , /* Wires one lower, surrounding self start */
{ - 1 , - 1 , 0 } ,
{ 0 , - 1 , 1 } ,
{ 0 , - 1 , - 1 } , /* Wires one lower, surrounding self stop */
} ;
static const struct / / Define which directions the wire will check for repeater prescence
{
int x , y , z ;
} gSideCoords [ ] =
{
{ 1 , 0 , 0 } ,
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } ,
{ 0 , 1 , 0 } ,
} ;
// Check to see if directly beside a power source
unsigned char MyPower ;
if ( ! IsWirePowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) )
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , 0 ) ;
return ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
if ( MyPower < 1 )
{
return ;
}
MyPower - - ;
for ( size_t i = 0 ; i < ARRAYCOUNT ( gCrossCoords ) ; i + + ) // Loop through all directions to transfer or receive power
{
if ( ( i > = 4 ) & & ( i < = 7 ) ) // If we are currently checking for wire surrounding ourself one block above...
{
BLOCKTYPE Type = 0 ;
if ( a_RelBlockY + 1 > = cChunkDef : : Height )
{
continue ;
}
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , Type ) )
{
continue ;
}
if ( cBlockInfo : : IsSolid ( Type ) ) // If there is something solid above us (wire cut off)...
{
continue ; // We don't receive power from that wire
}
}
else if ( ( i > = 8 ) & & ( i < = 11 ) ) // See above, but this is for wire below us
{
BLOCKTYPE Type = 0 ;
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY , a_RelBlockZ + gCrossCoords [ i ] . z , Type ) )
{
continue ;
}
if ( cBlockInfo : : IsSolid ( Type ) )
{
continue ;
}
}
BLOCKTYPE Type = 0 ;
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z , Type ) )
{
continue ;
}
if ( Type = = E_BLOCK_REDSTONE_WIRE )
{
SetBlockPowered ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
}
}
for ( size_t i = 0 ; i < ARRAYCOUNT ( gSideCoords ) ; i + + ) // Look for repeaters immediately surrounding self and try to power them
{
BLOCKTYPE Type = 0 ;
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX + gSideCoords [ i ] . x , a_RelBlockY + gSideCoords [ i ] . y , a_RelBlockZ + gSideCoords [ i ] . z , Type ) )
{
continue ;
}
if ( Type = = E_BLOCK_REDSTONE_REPEATER_OFF )
{
SetBlockPowered ( a_RelBlockX + gSideCoords [ i ] . x , a_RelBlockY + gSideCoords [ i ] . y , a_RelBlockZ + gSideCoords [ i ] . z , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
}
}
// Wire still powered, power blocks beneath
SetBlockPowered ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_YM , MyPower ) ;
switch ( GetWireDirection ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
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case REDSTONE_NONE :
{
SetBlockPowered ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetBlockPowered ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetBlockPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetBlockPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
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SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_XM , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_XP , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_ZM , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_ZP , MyPower ) ;
break ;
}
case REDSTONE_X_POS :
{
SetBlockPowered ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_XP , MyPower ) ;
break ;
}
case REDSTONE_X_NEG :
{
SetBlockPowered ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_XM , MyPower ) ;
break ;
}
case REDSTONE_Z_POS :
{
SetBlockPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_ZP , MyPower ) ;
break ;
}
case REDSTONE_Z_NEG :
{
SetBlockPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MyPower ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_ZM , MyPower ) ;
break ;
}
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}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneRepeater ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , BLOCKTYPE a_MyState )
{
/* Repeater Orientation Mini Guide:
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
|
| Z Axis
V
X Axis - - - - >
Repeater directions , values from a WorldType : : GetBlockMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) lookup :
East ( Right ) ( X + ) : 0x1
West ( Left ) ( X - ) : 0x3
North ( Up ) ( Z - ) : 0x2
South ( Down ) ( Z + ) : 0x0
// TODO: Add E_META_XXX enum entries for all meta values and update project with them
Sun rises from East ( X + )
*/
// Create a variable holding my meta to avoid multiple lookups.
NIBBLETYPE a_Meta = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
bool IsOn = ( a_MyState = = E_BLOCK_REDSTONE_REPEATER_ON ) ;
if ( ! IsRepeaterLocked ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_Meta ) ) // If we're locked, change nothing. Otherwise:
{
bool IsSelfPowered = IsRepeaterPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_Meta ) ;
if ( IsSelfPowered & & ! IsOn ) // Queue a power change if powered, but not on and not locked.
{
QueueRepeaterPowerChange ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_Meta , true ) ;
}
else if ( ! IsSelfPowered & & IsOn ) // Queue a power change if unpowered, on, and not locked.
{
QueueRepeaterPowerChange ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_Meta , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleRedstoneRepeaterDelays ( )
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{
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for ( auto itr = m_RepeatersDelayList - > begin ( ) ; itr ! = m_RepeatersDelayList - > end ( ) ; )
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{
if ( itr - > a_ElapsedTicks > = itr - > a_DelayTicks ) // Has the elapsed ticks reached the target ticks?
{
int RelBlockX = itr - > a_RelBlockPos . x ;
int RelBlockY = itr - > a_RelBlockPos . y ;
int RelBlockZ = itr - > a_RelBlockPos . z ;
BLOCKTYPE Block ;
NIBBLETYPE Meta ;
m_Chunk - > GetBlockTypeMeta ( RelBlockX , RelBlockY , RelBlockZ , Block , Meta ) ;
if ( itr - > ShouldPowerOn )
{
if ( Block ! = E_BLOCK_REDSTONE_REPEATER_ON ) // For performance
{
m_Chunk - > SetBlock ( itr - > a_RelBlockPos , E_BLOCK_REDSTONE_REPEATER_ON , Meta ) ;
}
switch ( Meta & 0x3 ) // We only want the direction (bottom) bits
{
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case 0x0 :
{
SetBlockPowered ( RelBlockX , RelBlockY , RelBlockZ - 1 , RelBlockX , RelBlockY , RelBlockZ ) ;
SetDirectionLinkedPowered ( RelBlockX , RelBlockY , RelBlockZ , BLOCK_FACE_ZM ) ;
break ;
}
case 0x1 :
{
SetBlockPowered ( RelBlockX + 1 , RelBlockY , RelBlockZ , RelBlockX , RelBlockY , RelBlockZ ) ;
SetDirectionLinkedPowered ( RelBlockX , RelBlockY , RelBlockZ , BLOCK_FACE_XP ) ;
break ;
}
case 0x2 :
{
SetBlockPowered ( RelBlockX , RelBlockY , RelBlockZ + 1 , RelBlockX , RelBlockY , RelBlockZ ) ;
SetDirectionLinkedPowered ( RelBlockX , RelBlockY , RelBlockZ , BLOCK_FACE_ZP ) ;
break ;
}
case 0x3 :
{
SetBlockPowered ( RelBlockX - 1 , RelBlockY , RelBlockZ , RelBlockX , RelBlockY , RelBlockZ ) ;
SetDirectionLinkedPowered ( RelBlockX , RelBlockY , RelBlockZ , BLOCK_FACE_XM ) ;
break ;
}
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}
}
else if ( Block ! = E_BLOCK_REDSTONE_REPEATER_OFF )
{
m_Chunk - > SetBlock ( RelBlockX , RelBlockY , RelBlockZ , E_BLOCK_REDSTONE_REPEATER_OFF , Meta ) ;
}
itr = m_RepeatersDelayList - > erase ( itr ) ;
}
else
{
LOGD ( " Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i " , itr - > a_RelBlockPos . x , itr - > a_RelBlockPos . y , itr - > a_RelBlockPos . z , itr - > a_ElapsedTicks , itr - > a_DelayTicks ) ;
itr - > a_ElapsedTicks + + ;
itr + + ;
}
}
}
void cIncrementalRedstoneSimulator : : HandlePiston ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
if ( IsPistonPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) & 0x7 ) ) // We only want the bottom three bits (4th controls extended-ness)
{
GetHandlerCompileTime < E_BLOCK_PISTON > : : type : : ExtendPiston ( BlockX , a_RelBlockY , BlockZ , & this - > m_World ) ;
}
else
{
GetHandlerCompileTime < E_BLOCK_PISTON > : : type : : RetractPiston ( BlockX , a_RelBlockY , BlockZ , & this - > m_World ) ;
}
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}
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void cIncrementalRedstoneSimulator : : HandleDropSpenser ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
class cSetPowerToDropSpenser :
public cRedstonePoweredCallback
{
bool m_IsPowered ;
public :
cSetPowerToDropSpenser ( bool a_IsPowered ) : m_IsPowered ( a_IsPowered ) { }
virtual bool Item ( cRedstonePoweredEntity * a_DropSpenser ) override
{
a_DropSpenser - > SetRedstonePower ( m_IsPowered ) ;
return false ;
}
} DrSpSP ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ;
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
m_Chunk - > DoWithRedstonePoweredEntityAt ( BlockX , a_RelBlockY , BlockZ , DrSpSP ) ;
}
void cIncrementalRedstoneSimulator : : HandleRedstoneLamp ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , BLOCKTYPE a_MyState )
{
if ( a_MyState = = E_BLOCK_REDSTONE_LAMP_OFF )
{
if ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
m_Chunk - > SetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_BLOCK_REDSTONE_LAMP_ON , 0 ) ;
}
}
else
{
if ( ! AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
m_Chunk - > SetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_BLOCK_REDSTONE_LAMP_OFF , 0 ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleTNT ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
if ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
m_Chunk - > BroadcastSoundEffect ( " game.tnt.primed " , ( double ) BlockX , ( double ) a_RelBlockY , ( double ) BlockZ , 0.5f , 0.6f ) ;
m_Chunk - > SetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_BLOCK_AIR , 0 ) ;
this - > m_World . SpawnPrimedTNT ( BlockX + 0.5 , a_RelBlockY + 0.5 , BlockZ + 0.5 ) ; // 80 ticks to boom
}
}
void cIncrementalRedstoneSimulator : : HandleDoor ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
typedef GetHandlerCompileTime < E_BLOCK_WOODEN_DOOR > : : type DoorHandler ;
if ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) )
{
cChunkInterface ChunkInterface ( this - > m_World . GetChunkMap ( ) ) ;
if ( ! DoorHandler : : IsOpen ( ChunkInterface , BlockX , a_RelBlockY , BlockZ ) )
{
DoorHandler : : SetOpen ( ChunkInterface , BlockX , a_RelBlockY , BlockZ , true ) ;
m_Chunk - > BroadcastSoundParticleEffect ( 1003 , BlockX , a_RelBlockY , BlockZ , 0 ) ;
}
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) ;
}
}
else
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) )
{
cChunkInterface ChunkInterface ( this - > m_World . GetChunkMap ( ) ) ;
if ( DoorHandler : : IsOpen ( ChunkInterface , BlockX , a_RelBlockY , BlockZ ) )
{
DoorHandler : : SetOpen ( ChunkInterface , BlockX , a_RelBlockY , BlockZ , false ) ;
m_Chunk - > BroadcastSoundParticleEffect ( 1003 , BlockX , a_RelBlockY , BlockZ , 0 ) ;
}
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleCommandBlock ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
class cSetPowerToCommandBlock :
public cRedstonePoweredCallback
{
bool m_IsPowered ;
public :
cSetPowerToCommandBlock ( bool a_IsPowered ) : m_IsPowered ( a_IsPowered ) { }
virtual bool Item ( cRedstonePoweredEntity * a_CommandBlock ) override
{
a_CommandBlock - > SetRedstonePower ( m_IsPowered ) ;
return false ;
}
} CmdBlockSP ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ;
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
m_Chunk - > DoWithRedstonePoweredEntityAt ( BlockX , a_RelBlockY , BlockZ , CmdBlockSP ) ;
}
void cIncrementalRedstoneSimulator : : HandleRail ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , BLOCKTYPE a_MyType )
{
switch ( a_MyType )
{
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case E_BLOCK_DETECTOR_RAIL :
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{
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if ( ( m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) & 0x08 ) = = 0x08 )
{
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_MyType ) ;
}
break ;
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}
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case E_BLOCK_ACTIVATOR_RAIL :
case E_BLOCK_POWERED_RAIL :
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{
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if ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) | 0x08 ) ;
}
else
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) & 0x07 ) ;
}
break ;
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}
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default : LOGD ( " Unhandled type of rail in %s " , __FUNCTION__ ) ;
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}
}
void cIncrementalRedstoneSimulator : : HandleTrapdoor ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
if ( AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) )
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) )
{
this - > m_World . SetTrapdoorOpen ( BlockX , a_RelBlockY , BlockZ , true ) ;
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) ;
}
}
else
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) )
{
this - > m_World . SetTrapdoorOpen ( BlockX , a_RelBlockY , BlockZ , false ) ;
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleNoteBlock ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
bool m_bAreCoordsPowered = AreCoordsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( m_bAreCoordsPowered )
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) )
{
class cSetPowerToNoteBlock :
public cRedstonePoweredCallback
{
public :
cSetPowerToNoteBlock ( ) { }
virtual bool Item ( cRedstonePoweredEntity * a_NoteBlock ) override
{
a_NoteBlock - > SetRedstonePower ( true ) ;
return false ;
}
} NoteBlockSP ;
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
m_Chunk - > DoWithRedstonePoweredEntityAt ( BlockX , a_RelBlockY , BlockZ , NoteBlockSP ) ;
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , true ) ;
}
}
else
{
if ( ! AreCoordsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) )
{
SetPlayerToggleableBlockAsSimulated ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , false ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandleDaylightSensor ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX , BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
int ChunkX , ChunkZ ;
cChunkDef : : BlockToChunk ( BlockX , BlockZ , ChunkX , ChunkZ ) ;
if ( ! this - > m_World . IsChunkLighted ( ChunkX , ChunkZ ) )
{
this - > m_World . QueueLightChunk ( ChunkX , ChunkZ ) ;
}
else
{
if ( m_Chunk - > GetTimeAlteredLight ( this - > m_World . GetBlockSkyLight ( BlockX , a_RelBlockY + 1 , BlockZ ) ) > 8 )
{
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
}
else
{
WakeUp ( BlockX , a_RelBlockY , BlockZ , m_Chunk ) ;
}
}
}
void cIncrementalRedstoneSimulator : : HandlePressurePlate ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , BLOCKTYPE a_MyType )
{
int BlockX = ( m_Chunk - > GetPosX ( ) * cChunkDef : : Width ) + a_RelBlockX ;
int BlockZ = ( m_Chunk - > GetPosZ ( ) * cChunkDef : : Width ) + a_RelBlockZ ;
switch ( a_MyType )
{
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case E_BLOCK_STONE_PRESSURE_PLATE :
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{
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// MCS feature - stone pressure plates can only be triggered by players :D
cPlayer * a_Player = this - > m_World . FindClosestPlayer ( Vector3f ( BlockX + 0.5f , ( float ) a_RelBlockY , BlockZ + 0.5f ) , 0.5f , false ) ;
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if ( a_Player ! = nullptr )
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{
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m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , 0x1 ) ;
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_YM , a_MyType ) ;
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}
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else
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , 0x0 ) ;
SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
}
break ;
}
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE :
{
class cPressurePlateCallback :
public cEntityCallback
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{
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public :
cPressurePlateCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_NumberOfEntities ( 0 ) ,
m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
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virtual bool Item ( cEntity * a_Entity ) override
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{
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Vector3f EntityPos = a_Entity - > GetPosition ( ) ;
Vector3f BlockPos ( m_X + 0.5f , ( float ) m_Y , m_Z + 0.5f ) ;
double Distance = ( EntityPos - BlockPos ) . Length ( ) ;
if ( Distance < = 0.5 )
{
m_NumberOfEntities + + ;
}
return false ;
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}
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bool GetPowerLevel ( unsigned char & a_PowerLevel ) const
{
a_PowerLevel = std : : min ( m_NumberOfEntities , MAX_POWER_LEVEL ) ;
return ( a_PowerLevel > 0 ) ;
}
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protected :
int m_NumberOfEntities ;
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int m_X ;
int m_Y ;
int m_Z ;
} ;
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cPressurePlateCallback PressurePlateCallback ( BlockX , a_RelBlockY , BlockZ ) ;
this - > m_World . ForEachEntityInChunk ( m_Chunk - > GetPosX ( ) , m_Chunk - > GetPosZ ( ) , PressurePlateCallback ) ;
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unsigned char Power ;
NIBBLETYPE Meta = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( PressurePlateCallback . GetPowerLevel ( Power ) )
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{
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if ( Meta = = E_META_PRESSURE_PLATE_RAISED )
{
m_Chunk - > BroadcastSoundEffect ( " random.click " , ( double ) BlockX + 0.5 , ( double ) a_RelBlockY + 0.1 , ( double ) BlockZ + 0.5 , 0.3F , 0.5F ) ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_META_PRESSURE_PLATE_DEPRESSED ) ;
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , Power ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_YM , a_MyType ) ;
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}
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else
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{
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if ( Meta = = E_META_PRESSURE_PLATE_DEPRESSED )
{
m_Chunk - > BroadcastSoundEffect ( " random.click " , ( double ) BlockX + 0.5 , ( double ) a_RelBlockY + 0.1 , ( double ) BlockZ + 0.5 , 0.3F , 0.6F ) ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_META_PRESSURE_PLATE_RAISED ) ;
SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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}
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break ;
}
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE :
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{
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class cPressurePlateCallback :
public cEntityCallback
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{
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public :
cPressurePlateCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_NumberOfEntities ( 0 ) ,
m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
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virtual bool Item ( cEntity * a_Entity ) override
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{
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Vector3f EntityPos = a_Entity - > GetPosition ( ) ;
Vector3f BlockPos ( m_X + 0.5f , ( float ) m_Y , m_Z + 0.5f ) ;
double Distance = ( EntityPos - BlockPos ) . Length ( ) ;
if ( Distance < = 0.5 )
{
m_NumberOfEntities + + ;
}
return false ;
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}
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bool GetPowerLevel ( unsigned char & a_PowerLevel ) const
{
a_PowerLevel = std : : min ( ( int ) ceil ( m_NumberOfEntities / 10.f ) , MAX_POWER_LEVEL ) ;
return ( a_PowerLevel > 0 ) ;
}
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protected :
int m_NumberOfEntities ;
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int m_X ;
int m_Y ;
int m_Z ;
} ;
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cPressurePlateCallback PressurePlateCallback ( BlockX , a_RelBlockY , BlockZ ) ;
this - > m_World . ForEachEntityInChunk ( m_Chunk - > GetPosX ( ) , m_Chunk - > GetPosZ ( ) , PressurePlateCallback ) ;
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unsigned char Power ;
NIBBLETYPE Meta = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( PressurePlateCallback . GetPowerLevel ( Power ) )
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{
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if ( Meta = = E_META_PRESSURE_PLATE_RAISED )
{
m_Chunk - > BroadcastSoundEffect ( " random.click " , ( double ) BlockX + 0.5 , ( double ) a_RelBlockY + 0.1 , ( double ) BlockZ + 0.5 , 0.3F , 0.5F ) ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_META_PRESSURE_PLATE_DEPRESSED ) ;
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , Power ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_YM , a_MyType ) ;
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}
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else
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{
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if ( Meta = = E_META_PRESSURE_PLATE_DEPRESSED )
{
m_Chunk - > BroadcastSoundEffect ( " random.click " , ( double ) BlockX + 0.5 , ( double ) a_RelBlockY + 0.1 , ( double ) BlockZ + 0.5 , 0.3F , 0.6F ) ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_META_PRESSURE_PLATE_RAISED ) ;
SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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}
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break ;
}
case E_BLOCK_WOODEN_PRESSURE_PLATE :
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{
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class cPressurePlateCallback :
public cEntityCallback
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{
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public :
cPressurePlateCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_FoundEntity ( false ) ,
m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
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virtual bool Item ( cEntity * a_Entity ) override
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{
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Vector3f EntityPos = a_Entity - > GetPosition ( ) ;
Vector3f BlockPos ( m_X + 0.5f , ( float ) m_Y , m_Z + 0.5f ) ;
double Distance = ( EntityPos - BlockPos ) . Length ( ) ;
if ( Distance < = 0.5 )
{
m_FoundEntity = true ;
return true ; // Break out, we only need to know for plates that at least one entity is on top
}
return false ;
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}
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bool FoundEntity ( void ) const
{
return m_FoundEntity ;
}
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protected :
bool m_FoundEntity ;
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int m_X ;
int m_Y ;
int m_Z ;
} ;
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cPressurePlateCallback PressurePlateCallback ( BlockX , a_RelBlockY , BlockZ ) ;
this - > m_World . ForEachEntityInChunk ( m_Chunk - > GetPosX ( ) , m_Chunk - > GetPosZ ( ) , PressurePlateCallback ) ;
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NIBBLETYPE Meta = m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
if ( PressurePlateCallback . FoundEntity ( ) )
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{
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if ( Meta = = E_META_PRESSURE_PLATE_RAISED )
{
m_Chunk - > BroadcastSoundEffect ( " random.click " , ( double ) BlockX + 0.5 , ( double ) a_RelBlockY + 0.1 , ( double ) BlockZ + 0.5 , 0.3F , 0.5F ) ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_META_PRESSURE_PLATE_DEPRESSED ) ;
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
SetDirectionLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , BLOCK_FACE_YM , a_MyType ) ;
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}
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else
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{
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if ( Meta = = E_META_PRESSURE_PLATE_DEPRESSED )
{
m_Chunk - > BroadcastSoundEffect ( " random.click " , ( double ) BlockX + 0.5 , ( double ) a_RelBlockY + 0.1 , ( double ) BlockZ + 0.5 , 0.3F , 0.6F ) ;
}
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , E_META_PRESSURE_PLATE_RAISED ) ;
SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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}
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break ;
}
default :
{
LOGD ( " Unimplemented pressure plate type %s in cRedstoneSimulator " , ItemToFullString ( cItem ( a_MyType ) ) . c_str ( ) ) ;
break ;
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}
}
}
void cIncrementalRedstoneSimulator : : HandleTripwireHook ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int RelX = a_RelBlockX , RelZ = a_RelBlockZ ;
bool FoundActivated = false ;
eBlockFace FaceToGoTowards = GetHandlerCompileTime < E_BLOCK_TRIPWIRE_HOOK > : : type : : MetadataToDirection ( m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ;
for ( int i = 0 ; i < 40 ; + + i ) // Tripwires can be connected up to 40 blocks
{
BLOCKTYPE Type ;
NIBBLETYPE Meta ;
AddFaceDirection ( RelX , a_RelBlockY , RelZ , FaceToGoTowards ) ;
m_Chunk - > UnboundedRelGetBlock ( RelX , a_RelBlockY , RelZ , Type , Meta ) ;
if ( Type = = E_BLOCK_TRIPWIRE )
{
if ( Meta = = 0x1 )
{
FoundActivated = true ;
}
}
else if ( Type = = E_BLOCK_TRIPWIRE_HOOK )
{
if ( ReverseBlockFace ( GetHandlerCompileTime < E_BLOCK_TRIPWIRE_HOOK > : : type : : MetadataToDirection ( Meta ) ) = = FaceToGoTowards )
{
// Other hook facing in opposite direction - circuit completed!
break ;
}
else
{
// Tripwire hook not connected at all, AND away all the power state bits
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) & 0x3 ) ;
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SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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return ;
}
}
else
{
// Tripwire hook not connected at all, AND away all the power state bits
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) & 0x3 ) ;
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SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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return ;
}
}
if ( FoundActivated )
{
// Connected and activated, set the 3rd and 4th highest bits
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) | 0xC ) ;
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
}
else
{
// Connected but not activated, AND away the highest bit
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , ( m_Chunk - > GetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) & 0x7 ) | 0x4 ) ;
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SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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}
}
void cIncrementalRedstoneSimulator : : HandleTrappedChest ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
class cGetTrappedChestPlayers :
public cItemCallback < cChestEntity >
{
public :
cGetTrappedChestPlayers ( void ) :
m_NumberOfPlayers ( 0 )
{
}
virtual ~ cGetTrappedChestPlayers ( )
{
}
virtual bool Item ( cChestEntity * a_Chest ) override
{
ASSERT ( a_Chest - > GetBlockType ( ) = = E_BLOCK_TRAPPED_CHEST ) ;
m_NumberOfPlayers = a_Chest - > GetNumberOfPlayers ( ) ;
return ( m_NumberOfPlayers < = 0 ) ;
}
unsigned char GetPowerLevel ( void ) const
{
return std : : min ( m_NumberOfPlayers , MAX_POWER_LEVEL ) ;
}
private :
int m_NumberOfPlayers ;
} GTCP ;
int BlockX = m_Chunk - > GetPosX ( ) * cChunkDef : : Width + a_RelBlockX ;
int BlockZ = m_Chunk - > GetPosZ ( ) * cChunkDef : : Width + a_RelBlockZ ;
if ( m_Chunk - > DoWithChestAt ( BlockX , a_RelBlockY , BlockZ , GTCP ) )
{
SetAllDirsAsPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , GTCP . GetPowerLevel ( ) ) ;
}
else
{
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SetSourceUnpowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , m_Chunk ) ;
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}
}
void cIncrementalRedstoneSimulator : : HandleTripwire ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int BlockX = m_Chunk - > GetPosX ( ) * cChunkDef : : Width + a_RelBlockX ;
int BlockZ = m_Chunk - > GetPosZ ( ) * cChunkDef : : Width + a_RelBlockZ ;
class cTripwireCallback :
public cEntityCallback
{
public :
cTripwireCallback ( int a_BlockX , int a_BlockY , int a_BlockZ ) :
m_FoundEntity ( false ) ,
m_X ( a_BlockX ) ,
m_Y ( a_BlockY ) ,
m_Z ( a_BlockZ )
{
}
virtual bool Item ( cEntity * a_Entity ) override
{
cBoundingBox bbWire ( m_X , m_X + 1 , m_Y , m_Y + 0.1 , m_Z , m_Z + 1 ) ;
cBoundingBox bbEntity ( a_Entity - > GetPosition ( ) , a_Entity - > GetWidth ( ) / 2 , a_Entity - > GetHeight ( ) ) ;
if ( bbEntity . DoesIntersect ( bbWire ) )
{
m_FoundEntity = true ;
return true ; // One entity is sufficient to trigger the wire
}
return false ;
}
bool FoundEntity ( void ) const
{
return m_FoundEntity ;
}
protected :
bool m_FoundEntity ;
int m_X ;
int m_Y ;
int m_Z ;
} ;
cTripwireCallback TripwireCallback ( BlockX , a_RelBlockY , BlockZ ) ;
this - > m_World . ForEachEntityInChunk ( m_Chunk - > GetPosX ( ) , m_Chunk - > GetPosZ ( ) , TripwireCallback ) ;
if ( TripwireCallback . FoundEntity ( ) )
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , 0x1 ) ;
}
else
{
m_Chunk - > SetMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , 0x0 ) ;
}
}
bool cIncrementalRedstoneSimulator : : AreCoordsDirectlyPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , cChunk * a_Chunk )
{
// Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
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for ( const auto & itr : ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ) - > m_PoweredBlocks ) // Check powered list
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{
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if ( itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
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{
return true ;
}
}
return false ;
}
bool cIncrementalRedstoneSimulator : : AreCoordsLinkedPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
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for ( const auto & itr : * m_LinkedPoweredBlocks ) // Check linked powered list
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{
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if ( itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
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{
return true ;
}
}
return false ;
}
bool cIncrementalRedstoneSimulator : : IsRepeaterPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , NIBBLETYPE a_Meta )
{
// Repeaters cannot be powered by any face except their back; verify that this is true for a source
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for ( const auto & itr : * m_PoweredBlocks )
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{
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if ( ! itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ) { continue ; }
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switch ( a_Meta & 0x3 )
{
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case 0x0 :
{
// Flip the coords to check the back of the repeater
if ( itr . a_SourcePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 ) ) ) ) { return true ; }
break ;
}
case 0x1 :
{
if ( itr . a_SourcePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ ) ) ) ) { return true ; }
break ;
}
case 0x2 :
{
if ( itr . a_SourcePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 ) ) ) ) { return true ; }
break ;
}
case 0x3 :
{
if ( itr . a_SourcePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ ) ) ) ) { return true ; }
break ;
}
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}
}
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for ( const auto & itr : * m_LinkedPoweredBlocks )
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{
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if ( ! itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ) { continue ; }
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switch ( a_Meta & 0x3 )
{
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case 0x0 :
{
if ( itr . a_MiddlePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 ) ) ) ) { return true ; }
break ;
}
case 0x1 :
{
if ( itr . a_MiddlePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ ) ) ) ) { return true ; }
break ;
}
case 0x2 :
{
if ( itr . a_MiddlePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 ) ) ) ) { return true ; }
break ;
}
case 0x3 :
{
if ( itr . a_MiddlePos . Equals ( AdjustRelativeCoords ( Vector3i ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ ) ) ) ) { return true ; }
break ;
}
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}
}
return false ; // Couldn't find power source behind repeater
}
bool cIncrementalRedstoneSimulator : : IsRepeaterLocked ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , NIBBLETYPE a_Meta )
{
switch ( a_Meta & 0x3 ) // We only want the 'direction' part of our metadata
{
// If the repeater is looking up or down (If parallel to the Z axis)
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case 0x0 :
case 0x2 :
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{
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// Check if eastern(right) neighbor is a powered on repeater who is facing us
BLOCKTYPE Block = 0 ;
NIBBLETYPE OtherRepeaterDir = 0 ;
if ( m_Chunk - > UnboundedRelGetBlock ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , Block , OtherRepeaterDir ) & & ( Block = = E_BLOCK_REDSTONE_REPEATER_ON ) ) // Is right neighbor a powered repeater?
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{
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if ( ( OtherRepeaterDir & 0x03 ) = = 0x3 )
{
return true ;
} // If so, I am latched/locked
}
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// Check if western(left) neighbor is a powered on repeater who is facing us
if ( m_Chunk - > UnboundedRelGetBlock ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , Block , OtherRepeaterDir ) & & ( Block = = E_BLOCK_REDSTONE_REPEATER_ON ) )
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{
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if ( ( OtherRepeaterDir & 0x03 ) = = 0x1 )
{
return true ;
} // If so, I am latched/locked
}
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break ;
}
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// If the repeater is looking left or right (If parallel to the x axis)
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case 0x1 :
case 0x3 :
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{
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// Check if southern(down) neighbor is a powered on repeater who is facing us
BLOCKTYPE Block = 0 ;
NIBBLETYPE OtherRepeaterDir = 0 ;
if ( m_Chunk - > UnboundedRelGetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , Block , OtherRepeaterDir ) & & ( Block = = E_BLOCK_REDSTONE_REPEATER_ON ) )
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{
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if ( ( OtherRepeaterDir & 0x30 ) = = 0x00 )
{
return true ;
} // If so, am latched/locked
}
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// Check if northern(up) neighbor is a powered on repeater who is facing us
if ( m_Chunk - > UnboundedRelGetBlock ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , Block , OtherRepeaterDir ) & & ( Block = = E_BLOCK_REDSTONE_REPEATER_ON ) )
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{
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if ( ( OtherRepeaterDir & 0x03 ) = = 0x02 )
{
return true ;
} // If so, I am latched/locked
}
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break ;
}
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}
return false ; // None of the checks succeeded, I am not a locked repeater
}
bool cIncrementalRedstoneSimulator : : IsPistonPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , NIBBLETYPE a_Meta )
{
// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
eBlockFace Face = GetHandlerCompileTime < E_BLOCK_PISTON > : : type : : MetaDataToDirection ( a_Meta ) ;
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for ( const auto & itr : * m_PoweredBlocks )
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{
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if ( ! itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ) { continue ; }
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int X = a_RelBlockX , Z = a_RelBlockZ ;
AddFaceDirection ( X , a_RelBlockY , Z , Face ) ;
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if ( ! itr . a_SourcePos . Equals ( AdjustRelativeCoords ( Vector3i ( X , a_RelBlockY , Z ) ) ) )
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{
return true ;
}
}
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for ( const auto & itr : * m_LinkedPoweredBlocks )
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{
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if ( ! itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) ) { continue ; }
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int X = a_RelBlockX , Z = a_RelBlockZ ;
AddFaceDirection ( X , a_RelBlockY , Z , Face ) ;
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if ( ! itr . a_MiddlePos . Equals ( AdjustRelativeCoords ( Vector3i ( X , a_RelBlockY , Z ) ) ) )
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{
return true ;
}
}
return false ; // Source was in front of the piston's front face
}
bool cIncrementalRedstoneSimulator : : IsWirePowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , unsigned char & a_PowerLevel )
{
a_PowerLevel = 0 ;
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for ( const auto & itr : * m_PoweredBlocks ) // Check powered list
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{
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if ( ! itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
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{
continue ;
}
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a_PowerLevel = std : : max ( itr . a_PowerLevel , a_PowerLevel ) ; // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
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}
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for ( const auto & itr : * m_LinkedPoweredBlocks ) // Check linked powered list
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{
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if ( ! itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
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{
continue ;
}
BLOCKTYPE Type = E_BLOCK_AIR ;
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if ( ! m_Chunk - > UnboundedRelGetBlockType ( itr . a_SourcePos . x , itr . a_SourcePos . y , itr . a_SourcePos . z , Type ) | | ( Type = = E_BLOCK_REDSTONE_WIRE ) )
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{
continue ;
}
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a_PowerLevel = std : : max ( itr . a_PowerLevel , a_PowerLevel ) ;
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}
return ( a_PowerLevel ! = 0 ) ; // Answer the inital question: is the wire powered?
}
bool cIncrementalRedstoneSimulator : : AreCoordsSimulated ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , bool IsCurrentStatePowered )
{
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for ( const auto & itr : * m_SimulatedPlayerToggleableBlocks )
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{
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if ( itr . a_RelBlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
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{
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if ( itr . WasLastStatePowered ! = IsCurrentStatePowered ) // Was the last power state different to the current?
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{
return false ; // It was, coordinates are no longer simulated
}
else
{
return true ; // It wasn't, don't resimulate block, and allow players to toggle
}
}
}
return false ; // Block wasn't even in the list, not simulated
}
void cIncrementalRedstoneSimulator : : SetDirectionLinkedPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , char a_Direction , unsigned char a_PowerLevel )
{
BLOCKTYPE MiddleBlock = 0 ;
switch ( a_Direction )
{
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case BLOCK_FACE_XM :
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{
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if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , MiddleBlock ) )
{
return ;
}
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SetBlockLinkedPowered ( a_RelBlockX - 2 , a_RelBlockY , a_RelBlockZ , a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
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break ;
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}
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case BLOCK_FACE_XP :
{
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , MiddleBlock ) )
{
return ;
}
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SetBlockLinkedPowered ( a_RelBlockX + 2 , a_RelBlockY , a_RelBlockZ , a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
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break ;
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}
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case BLOCK_FACE_YM :
{
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , MiddleBlock ) )
{
return ;
}
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SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY - 2 , a_RelBlockZ , a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
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break ;
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}
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case BLOCK_FACE_YP :
{
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , MiddleBlock ) )
{
return ;
}
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SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY + 2 , a_RelBlockZ , a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
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break ;
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}
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case BLOCK_FACE_ZM :
{
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , MiddleBlock ) )
{
return ;
}
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SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 2 , a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
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break ;
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}
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case BLOCK_FACE_ZP :
{
if ( ! m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , MiddleBlock ) )
{
return ;
}
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SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 2 , a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY + 1 , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
SetBlockLinkedPowered ( a_RelBlockX , a_RelBlockY - 1 , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , a_RelBlockX , a_RelBlockY , a_RelBlockZ , MiddleBlock , a_PowerLevel ) ;
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break ;
}
default :
{
ASSERT ( ! " Unhandled face direction when attempting to set blocks as linked powered! " ) ; // Zombies, that wasn't supposed to happen...
break ;
}
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}
}
void cIncrementalRedstoneSimulator : : SetAllDirsAsPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , unsigned char a_PowerLevel )
{
static const struct
{
int x , y , z ;
} gCrossCoords [ ] =
{
{ 1 , 0 , 0 } ,
{ - 1 , 0 , 0 } ,
{ 0 , 0 , 1 } ,
{ 0 , 0 , - 1 } ,
{ 0 , 1 , 0 } ,
{ 0 , - 1 , 0 }
} ;
for ( size_t i = 0 ; i < ARRAYCOUNT ( gCrossCoords ) ; i + + ) // Loop through struct to power all directions
{
SetBlockPowered ( a_RelBlockX + gCrossCoords [ i ] . x , a_RelBlockY + gCrossCoords [ i ] . y , a_RelBlockZ + gCrossCoords [ i ] . z , a_RelBlockX , a_RelBlockY , a_RelBlockZ , a_PowerLevel ) ;
}
}
void cIncrementalRedstoneSimulator : : SetBlockPowered ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , int a_RelSourceX , int a_RelSourceY , int a_RelSourceZ , unsigned char a_PowerLevel )
{
cChunk * Neighbour = m_Chunk - > GetRelNeighborChunkAdjustCoords ( a_RelBlockX , a_RelBlockZ ) ; // Adjust coordinates for the later call using these values
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if ( ( Neighbour = = nullptr ) | | ! Neighbour - > IsValid ( ) )
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{
return ;
}
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auto & Powered = ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) Neighbour - > GetRedstoneSimulatorData ( ) ) - > m_PoweredBlocks ; // We need to insert the value into the chunk who owns the block position
for ( auto itr = Powered . begin ( ) ; itr ! = Powered . end ( ) ; + + itr )
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{
if (
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itr - > a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) & &
itr - > a_SourcePos . Equals ( Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) )
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)
{
// Check for duplicates, update power level, don't add a new listing
itr - > a_PowerLevel = a_PowerLevel ;
return ;
}
}
// No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
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for ( auto itr = m_PoweredBlocks - > begin ( ) ; itr ! = m_PoweredBlocks - > end ( ) ; + + itr )
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{
if (
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itr - > a_BlockPos . Equals ( Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) ) & &
itr - > a_SourcePos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) & &
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( m_Chunk - > GetBlock ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) = = E_BLOCK_REDSTONE_WIRE )
)
{
BLOCKTYPE Block ;
NIBBLETYPE Meta ;
Neighbour - > GetBlockTypeMeta ( a_RelBlockX , a_RelBlockY , a_RelBlockZ , Block , Meta ) ;
if ( Block = = E_BLOCK_REDSTONE_WIRE )
{
if ( Meta < a_PowerLevel )
{
m_PoweredBlocks - > erase ( itr ) ; // Powering source with higher power level, allow it
break ;
}
else
{
// Powered wires try to power their source - don't let them!
return ;
}
}
}
}
sPoweredBlocks RC ;
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RC . a_BlockPos = Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
RC . a_SourcePos = Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) ;
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RC . a_PowerLevel = a_PowerLevel ;
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Powered . emplace_back ( RC ) ;
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Neighbour - > SetIsRedstoneDirty ( true ) ;
m_Chunk - > SetIsRedstoneDirty ( true ) ;
}
void cIncrementalRedstoneSimulator : : SetBlockLinkedPowered (
int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ ,
int a_RelMiddleX , int a_RelMiddleY , int a_RelMiddleZ ,
int a_RelSourceX , int a_RelSourceY , int a_RelSourceZ ,
BLOCKTYPE a_MiddleBlock , unsigned char a_PowerLevel
)
{
if ( ! IsViableMiddleBlock ( a_MiddleBlock ) )
{
return ;
}
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cChunk * Neighbour = m_Chunk - > GetRelNeighborChunkAdjustCoords ( a_RelBlockX , a_RelBlockZ ) ;
m_Chunk - > GetRelNeighborChunkAdjustCoords ( a_RelMiddleX , a_RelMiddleZ ) ;
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if ( ( Neighbour = = nullptr ) | | ! Neighbour - > IsValid ( ) )
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{
return ;
}
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auto & Linked = ( ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) Neighbour - > GetRedstoneSimulatorData ( ) ) - > m_LinkedBlocks ;
for ( auto & itr : Linked ) // Check linked powered list
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{
if (
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itr . a_BlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) & &
itr . a_MiddlePos . Equals ( Vector3i ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ ) ) & &
itr . a_SourcePos . Equals ( Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) )
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)
{
// Check for duplicates, update power level, don't add a new listing
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itr . a_PowerLevel = a_PowerLevel ;
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return ;
}
}
sLinkedPoweredBlocks RC ;
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RC . a_BlockPos = Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
RC . a_MiddlePos = Vector3i ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ ) ;
RC . a_SourcePos = Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) ;
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RC . a_PowerLevel = a_PowerLevel ;
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Linked . emplace_back ( RC ) ;
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Neighbour - > SetIsRedstoneDirty ( true ) ;
m_Chunk - > SetIsRedstoneDirty ( true ) ;
}
void cIncrementalRedstoneSimulator : : SetPlayerToggleableBlockAsSimulated ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , bool WasLastStatePowered )
{
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for ( auto itr = m_SimulatedPlayerToggleableBlocks - > begin ( ) ; itr ! = m_SimulatedPlayerToggleableBlocks - > end ( ) ; + + itr )
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{
if ( ! itr - > a_RelBlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
{
continue ;
}
if ( itr - > WasLastStatePowered ! = WasLastStatePowered )
{
// If power states different, update listing
itr - > WasLastStatePowered = WasLastStatePowered ;
return ;
}
else
{
// If states the same, just ignore
return ;
}
}
// We have arrive here; no block must be in list - add one
sSimulatedPlayerToggleableList RC ;
RC . a_RelBlockPos = Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
RC . WasLastStatePowered = WasLastStatePowered ;
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m_SimulatedPlayerToggleableBlocks - > emplace_back ( RC ) ;
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}
bool cIncrementalRedstoneSimulator : : QueueRepeaterPowerChange ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ , NIBBLETYPE a_Meta , bool ShouldPowerOn )
{
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for ( auto itr = m_RepeatersDelayList - > begin ( ) ; itr ! = m_RepeatersDelayList - > end ( ) ; + + itr )
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{
if ( itr - > a_RelBlockPos . Equals ( Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ) )
{
if ( ShouldPowerOn = = itr - > ShouldPowerOn ) // We are queued already for the same thing, don't replace entry
{
return false ;
}
// 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 ) + 1 ) * 2 ; // See below for description
itr - > a_ElapsedTicks = 0 ;
itr - > ShouldPowerOn = ShouldPowerOn ;
return false ;
}
}
// Self not in list, add self to list
sRepeatersDelayList RC ;
RC . a_RelBlockPos = Vector3i ( a_RelBlockX , a_RelBlockY , a_RelBlockZ ) ;
// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
// Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
RC . a_DelayTicks = ( ( ( a_Meta & 0xC ) > > 0x2 ) + 1 ) * 2 ;
RC . a_ElapsedTicks = 0 ;
RC . ShouldPowerOn = ShouldPowerOn ;
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m_RepeatersDelayList - > emplace_back ( RC ) ;
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return true ;
}
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void cIncrementalRedstoneSimulator : : SetSourceUnpowered ( int a_RelSourceX , int a_RelSourceY , int a_RelSourceZ , cChunk * a_Chunk , bool a_IsFirstCall )
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{
if ( ! a_IsFirstCall ) // The neighbouring chunks passed when this parameter is false may be invalid
{
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if ( ( a_Chunk = = nullptr ) | | ! a_Chunk - > IsValid ( ) )
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{
return ;
}
}
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std : : vector < Vector3i > BlocksPotentiallyUnpowered ;
auto Data = ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ;
Data - > m_PoweredBlocks . erase ( std : : remove_if ( Data - > m_PoweredBlocks . begin ( ) , Data - > m_PoweredBlocks . end ( ) , [ & BlocksPotentiallyUnpowered , a_Chunk , a_RelSourceX , a_RelSourceY , a_RelSourceZ ] ( const sPoweredBlocks & itr )
{
if ( itr . a_SourcePos . Equals ( Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) ) )
{
BlocksPotentiallyUnpowered . emplace_back ( itr . a_BlockPos ) ;
a_Chunk - > SetIsRedstoneDirty ( true ) ;
return true ;
}
return false ;
}
) , Data - > m_PoweredBlocks . end ( ) ) ;
Data - > m_LinkedBlocks . erase ( std : : remove_if ( Data - > m_LinkedBlocks . begin ( ) , Data - > m_LinkedBlocks . end ( ) , [ & BlocksPotentiallyUnpowered , a_Chunk , a_RelSourceX , a_RelSourceY , a_RelSourceZ ] ( const sLinkedPoweredBlocks & itr )
{
if ( itr . a_SourcePos . Equals ( Vector3i ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) ) )
{
BlocksPotentiallyUnpowered . emplace_back ( itr . a_BlockPos ) ;
a_Chunk - > SetIsRedstoneDirty ( true ) ;
return true ;
}
return false ;
}
) , Data - > m_LinkedBlocks . end ( ) ) ;
if ( a_IsFirstCall & & AreCoordsOnChunkBoundary ( a_RelSourceX , a_RelSourceY , a_RelSourceZ ) )
{
// +- 2 to accomodate linked powered blocks
SetSourceUnpowered ( a_RelSourceX , a_RelSourceY , a_RelSourceZ , a_Chunk - > GetRelNeighborChunk ( a_RelSourceX - 2 , a_RelSourceZ ) , false ) ;
SetSourceUnpowered ( a_RelSourceX , a_RelSourceY , a_RelSourceZ , a_Chunk - > GetRelNeighborChunk ( a_RelSourceX + 2 , a_RelSourceZ ) , false ) ;
SetSourceUnpowered ( a_RelSourceX , a_RelSourceY , a_RelSourceZ , a_Chunk - > GetRelNeighborChunk ( a_RelSourceX , a_RelSourceZ - 2 ) , false ) ;
SetSourceUnpowered ( a_RelSourceX , a_RelSourceY , a_RelSourceZ , a_Chunk - > GetRelNeighborChunk ( a_RelSourceX , a_RelSourceZ + 2 ) , false ) ;
}
for ( const auto & itr : BlocksPotentiallyUnpowered )
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{
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if ( ! AreCoordsPowered ( itr . x , itr . y , itr . z ) )
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{
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SetSourceUnpowered ( itr . x , itr . y , itr . z , a_Chunk - > GetRelNeighborChunk ( itr . x , itr . z ) ) ;
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}
}
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}
void cIncrementalRedstoneSimulator : : SetInvalidMiddleBlock ( int a_RelMiddleX , int a_RelMiddleY , int a_RelMiddleZ , cChunk * a_Chunk , bool a_IsFirstCall )
{
if ( ! a_IsFirstCall ) // The neighbouring chunks passed when this parameter is false may be invalid
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{
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if ( ( a_Chunk = = nullptr ) | | ! a_Chunk - > IsValid ( ) )
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{
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return ;
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}
}
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std : : vector < Vector3i > BlocksPotentiallyUnpowered ;
auto Data = ( cIncrementalRedstoneSimulator : : cIncrementalRedstoneSimulatorChunkData * ) a_Chunk - > GetRedstoneSimulatorData ( ) ;
Data - > m_LinkedBlocks . erase ( std : : remove_if ( Data - > m_LinkedBlocks . begin ( ) , Data - > m_LinkedBlocks . end ( ) , [ & BlocksPotentiallyUnpowered , a_Chunk , a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ ] ( const sLinkedPoweredBlocks & itr )
{
if ( itr . a_MiddlePos . Equals ( Vector3i ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ ) ) )
{
BlocksPotentiallyUnpowered . emplace_back ( itr . a_BlockPos ) ;
a_Chunk - > SetIsRedstoneDirty ( true ) ;
return true ;
}
return false ;
}
) , Data - > m_LinkedBlocks . end ( ) ) ;
if ( a_IsFirstCall & & AreCoordsOnChunkBoundary ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ ) )
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{
// +- 2 to accomodate linked powered blocks
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SetInvalidMiddleBlock ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ , a_Chunk - > GetRelNeighborChunk ( a_RelMiddleX - 2 , a_RelMiddleZ ) , false ) ;
SetInvalidMiddleBlock ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ , a_Chunk - > GetRelNeighborChunk ( a_RelMiddleX + 2 , a_RelMiddleZ ) , false ) ;
SetInvalidMiddleBlock ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ , a_Chunk - > GetRelNeighborChunk ( a_RelMiddleX , a_RelMiddleZ - 2 ) , false ) ;
SetInvalidMiddleBlock ( a_RelMiddleX , a_RelMiddleY , a_RelMiddleZ , a_Chunk - > GetRelNeighborChunk ( a_RelMiddleX , a_RelMiddleZ + 2 ) , false ) ;
}
for ( const auto & itr : BlocksPotentiallyUnpowered )
{
if ( ! AreCoordsPowered ( itr . x , itr . y , itr . z ) )
{
SetSourceUnpowered ( itr . x , itr . y , itr . z , a_Chunk - > GetRelNeighborChunk ( itr . x , itr . z ) ) ;
}
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}
}
cIncrementalRedstoneSimulator : : eRedstoneDirection cIncrementalRedstoneSimulator : : GetWireDirection ( int a_RelBlockX , int a_RelBlockY , int a_RelBlockZ )
{
int Dir = REDSTONE_NONE ;
BLOCKTYPE NegX = 0 ;
if ( m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX - 1 , a_RelBlockY , a_RelBlockZ , NegX ) )
{
if ( IsPotentialSource ( NegX ) )
{
Dir | = ( REDSTONE_X_POS ) ;
}
}
BLOCKTYPE PosX = 0 ;
if ( m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX + 1 , a_RelBlockY , a_RelBlockZ , PosX ) )
{
if ( IsPotentialSource ( PosX ) )
{
Dir | = ( REDSTONE_X_NEG ) ;
}
}
BLOCKTYPE NegZ = 0 ;
if ( m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY , a_RelBlockZ - 1 , NegZ ) )
{
if ( IsPotentialSource ( NegZ ) )
{
if ( ( Dir & REDSTONE_X_POS ) & & ! ( Dir & REDSTONE_X_NEG ) ) // corner
{
Dir ^ = REDSTONE_X_POS ;
Dir | = REDSTONE_X_NEG ;
}
if ( ( Dir & REDSTONE_X_NEG ) & & ! ( Dir & REDSTONE_X_POS ) ) // corner
{
Dir ^ = REDSTONE_X_NEG ;
Dir | = REDSTONE_X_POS ;
}
Dir | = REDSTONE_Z_POS ;
}
}
BLOCKTYPE PosZ = 0 ;
if ( m_Chunk - > UnboundedRelGetBlockType ( a_RelBlockX , a_RelBlockY , a_RelBlockZ + 1 , PosZ ) )
{
if ( IsPotentialSource ( PosZ ) )
{
if ( ( Dir & REDSTONE_X_POS ) & & ! ( Dir & REDSTONE_X_NEG ) ) // corner
{
Dir ^ = REDSTONE_X_POS ;
Dir | = REDSTONE_X_NEG ;
}
if ( ( Dir & REDSTONE_X_NEG ) & & ! ( Dir & REDSTONE_X_POS ) ) // corner
{
Dir ^ = REDSTONE_X_NEG ;
Dir | = REDSTONE_X_POS ;
}
Dir | = REDSTONE_Z_NEG ;
}
}
return ( eRedstoneDirection ) Dir ;
}
bool cIncrementalRedstoneSimulator : : IsLeverOn ( NIBBLETYPE a_BlockMeta )
{
// Extract the ON bit from metadata and return if true if it is set:
return ( ( a_BlockMeta & 0x8 ) = = 0x8 ) ;
}