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cuberite-2a/source/Simulator/RedstoneSimulator.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "RedstoneSimulator.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../Piston.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Torch.h"
#include "../Chunk.h"
cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World)
: super(a_World)
{
}
cRedstoneSimulator::~cRedstoneSimulator()
{
}
void cRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if (a_Chunk == NULL)
{
return;
}
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
// Check if any close neighbor is redstone-related:
int MinY = (a_BlockY > 0) ? -1 : 0;
int MaxY = (a_BlockY < cChunkDef::Height - 1) ? 1 : 0;
for (int y = MinY; y <= MaxY; y++) for (int x = -1; x < 2; x++) for (int z = -1; z < 2; z++)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_Chunk->UnboundedRelGetBlock(RelX + x, a_BlockY + y, RelZ + z, BlockType, BlockMeta))
{
continue;
}
switch (BlockType)
{
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_LEVER:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_TRIPWIRE_HOOK:
{
m_Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
return;
}
} // switch (BlockType)
} // for y, x, z - neighbors
}
void cRedstoneSimulator::Simulate(float a_Dt)
{
// Toggle torches on/off
while (!m_RefreshTorchesAround.empty())
{
Vector3i pos = m_RefreshTorchesAround.front();
m_RefreshTorchesAround.pop_front();
RefreshTorchesAround(pos);
}
// Set repeaters to correct values, and decrement ticks
for (RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end();)
{
if (--itr->Ticks > 0)
{
// Not yet, move to next item in the list
++itr;
continue;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(itr->Position.x, itr->Position.y, itr->Position.z, BlockType, BlockMeta);
if (itr->bPowerOn && (BlockType == E_BLOCK_REDSTONE_REPEATER_OFF))
{
m_World.FastSetBlock(itr->Position.x, itr->Position.y, itr->Position.z, E_BLOCK_REDSTONE_REPEATER_ON, BlockMeta);
m_Blocks.push_back(itr->Position);
}
else if (!itr->bPowerOn && (BlockType == E_BLOCK_REDSTONE_REPEATER_ON))
{
m_World.FastSetBlock(itr->Position.x, itr->Position.y, itr->Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, BlockMeta);
m_Blocks.push_back(itr->Position);
}
if (itr->bPowerOffNextTime)
{
itr->bPowerOn = false;
itr->bPowerOffNextTime = false;
itr->Ticks = 10; // TODO: Look up actual ticks from block metadata
++itr;
}
else
{
itr = m_SetRepeaters.erase(itr);
}
}
// Handle changed blocks
{
cCSLock Lock(m_CS);
std::swap(m_Blocks, m_BlocksBuffer);
}
for (BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr)
{
HandleChange(*itr);
}
m_BlocksBuffer.clear();
}
void cRedstoneSimulator::RefreshTorchesAround(const Vector3i & a_BlockPos)
{
static Vector3i Surroundings [] = {
Vector3i(-1, 0, 0),
Vector3i(1, 0, 0),
Vector3i(0, 0,-1),
Vector3i(0, 0, 1),
Vector3i(0, 1, 0), // Also toggle torch on top
};
BLOCKTYPE TargetBlockType = E_BLOCK_REDSTONE_TORCH_ON;
BLOCKTYPE TargetRepeaterType = E_BLOCK_REDSTONE_REPEATER_OFF;
if (IsPowered(a_BlockPos, true))
{
TargetBlockType = E_BLOCK_REDSTONE_TORCH_OFF;
TargetRepeaterType = E_BLOCK_REDSTONE_REPEATER_ON;
//if (m_World.GetBlock(a_BlockPos) == E_BLOCK_DIRT)
//{
// m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0);
//}
}
else
{
//if (m_World.GetBlock(a_BlockPos) == E_BLOCK_STONE)
//{
// m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0);
//}
}
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i TorchPos = a_BlockPos + Surroundings[i];
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(TorchPos.x, TorchPos.y, TorchPos.z, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
{
if (BlockType != TargetBlockType)
{
if (cTorch::IsAttachedTo(TorchPos, BlockMeta, a_BlockPos))
{
m_World.FastSetBlock(TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockType, BlockMeta);
m_Blocks.push_back(TorchPos);
}
}
break;
}
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
{
if ((BlockType != TargetRepeaterType) && IsRepeaterPointingAway(TorchPos, BlockMeta, a_BlockPos))
{
SetRepeater(TorchPos, 10, (TargetRepeaterType == E_BLOCK_REDSTONE_REPEATER_ON));
}
break;
}
} // switch (BlockType)
} // for i - Surroundings[]
}
void cRedstoneSimulator::HandleChange(const Vector3i & a_BlockPos)
{
std::deque< Vector3i > SpreadStack;
static const Vector3i Surroundings[] = {
Vector3i(1, 0, 0),
Vector3i(1, 1, 0),
Vector3i(1,-1, 0),
Vector3i(-1, 0, 0),
Vector3i(-1, 1, 0),
Vector3i(-1,-1, 0),
Vector3i(0, 0, 1),
Vector3i(0, 1, 1),
Vector3i(0,-1, 1),
Vector3i(0, 0,-1),
Vector3i(0, 1,-1),
Vector3i(0,-1,-1),
Vector3i(0,-1, 0),
};
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
// First check whether torch should be on or off
switch (BlockType)
{
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
{
static const Vector3i Surroundings [] = {
Vector3i(-1, 0, 0),
Vector3i(1, 0, 0),
Vector3i(0, 0,-1),
Vector3i(0, 0, 1),
Vector3i(0,-1, 0),
};
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i pos = a_BlockPos + Surroundings[i];
BLOCKTYPE OtherBlock = m_World.GetBlock(pos);
if (
(OtherBlock != E_BLOCK_AIR) &&
(OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) &&
(OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF)
)
{
RefreshTorchesAround(pos);
}
}
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
break;
} // case "torches"
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
{
// Check if repeater is powered by a 'powered block' (not wires/torch)
Vector3i Direction = GetRepeaterDirection(BlockMeta);
Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
BLOCKTYPE OtherBlock = m_World.GetBlock(pos);
if (
(OtherBlock != E_BLOCK_AIR) &&
(OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) &&
(OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) &&
(OtherBlock != E_BLOCK_REDSTONE_WIRE)
)
{
RefreshTorchesAround(pos);
}
else
{
SetRepeater(a_BlockPos, 10, IsPowered(a_BlockPos, false));
}
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
break;
}
} // switch (BlockType)
BlockList Sources;
switch (BlockType)
{
case E_BLOCK_REDSTONE_TORCH_ON:
{
// If torch is still on, use it as a source
Sources.push_back(a_BlockPos);
break;
}
case E_BLOCK_REDSTONE_REPEATER_ON:
{
// Repeater only spreads charge right in front, and up to one block up:
static const Vector3i Surroundings [] = {
Vector3i(0, 0, 0),
Vector3i(0, 1, 0),
};
Vector3i Direction = GetRepeaterDirection(BlockMeta);
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i pos = a_BlockPos + Direction + Surroundings[i];
if (PowerBlock(pos, a_BlockPos, 0xf))
{
SpreadStack.push_back(pos);
}
}
break;
} // case E_BLOCK_REDSTONE_REPEATER_ON
case E_BLOCK_LEVER:
{
// Adding lever to the source queue
if (cRedstoneSimulator::IsLeverOn(BlockMeta))
{
Sources.push_back(a_BlockPos);
}
break;
} // case E_BLOCK_LEVER
} // switch (BlockType)
// Power all blocks legally connected to the sources
if (BlockType != E_BLOCK_REDSTONE_REPEATER_ON)
{
BlockList NewSources = RemoveCurrent(a_BlockPos);
Sources.insert(Sources.end(), NewSources.begin(), NewSources.end());
while (!Sources.empty())
{
Vector3i SourcePos = Sources.back();
Sources.pop_back();
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(SourcePos.x, SourcePos.y, SourcePos.z, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_LEVER: // Treating lever as a torch
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
{
static Vector3i Surroundings [] = {
Vector3i(-1, 0, 0),
Vector3i(1, 0, 0),
Vector3i(0, 0,-1),
Vector3i(0, 0, 1),
};
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i OtherPos = SourcePos + Surroundings[i];
if (PowerBlock(OtherPos, a_BlockPos, 0xf))
{
SpreadStack.push_back(OtherPos); // Changed, so add to stack
}
}
break;
}
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
static Vector3i Surroundings [] = {
Vector3i(0, 0, 0),
Vector3i(0, 1, 0),
};
Vector3i Direction = GetRepeaterDirection(BlockMeta);
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i pos = SourcePos + Direction + Surroundings[i];
if (PowerBlock(pos, a_BlockPos, 0xf))
{
SpreadStack.push_back(pos);
}
}
break;
}
} // switch (BlockType)
} // while (Sources[])
} // if (!repeater_on)
// Do a floodfill
while (!SpreadStack.empty())
{
Vector3i pos = SpreadStack.back();
SpreadStack.pop_back();
NIBBLETYPE Meta = m_World.GetBlockMeta(pos);
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i OtherPos = pos + Surroundings[i];
if (PowerBlock(OtherPos, pos, Meta - 1))
{
SpreadStack.push_back(OtherPos); // Changed, so add to stack
}
}
}
// Only after a redstone area has been completely simulated the redstone entities can react
while (!m_RefreshPistons.empty())
{
Vector3i pos = m_RefreshPistons.back();
m_RefreshPistons.pop_back();
BLOCKTYPE BlockType = m_World.GetBlock(pos);
switch (BlockType)
{
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
{
if (IsPowered(pos))
{
cPiston Piston(&m_World);
Piston.ExtendPiston(pos.x, pos.y, pos.z);
}
else
{
cPiston Piston(&m_World);
Piston.RetractPiston(pos.x, pos.y, pos.z);
}
break;
}
} // switch (BlockType)
} // while (m_RefreshPistons[])
while (!m_RefreshDropSpensers.empty())
{
Vector3i pos = m_RefreshDropSpensers.back();
m_RefreshDropSpensers.pop_back();
BLOCKTYPE BlockType = m_World.GetBlock(pos);
if ((BlockType == E_BLOCK_DISPENSER) || (BlockType == E_BLOCK_DROPPER))
{
class cSetPowerToDropSpenser :
public cDropSpenserCallback
{
bool m_IsPowered;
public:
cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
{
a_DropSpenser->SetRedstonePower(m_IsPowered);
return false;
}
} DrSpSP(IsPowered(pos));
m_World.DoWithDropSpenserAt(pos.x, pos.y, pos.z, DrSpSP);
}
}
}
bool cRedstoneSimulator::PowerBlock(const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_REDSTONE_WIRE:
{
if (BlockMeta < a_Power)
{
m_World.SetBlockMeta(a_BlockPos, a_Power);
return true;
}
break;
}
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
{
m_RefreshPistons.push_back(a_BlockPos);
break;
}
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
{
m_RefreshDropSpensers.push_back(a_BlockPos);
break;
}
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
if (IsRepeaterPointingAway(a_BlockPos, BlockMeta, a_FromBlock))
{
SetRepeater(a_BlockPos, 10, true);
}
break;
}
default:
{
if (
(BlockType != E_BLOCK_AIR) &&
(BlockType != E_BLOCK_REDSTONE_TORCH_ON) &&
(BlockType != E_BLOCK_REDSTONE_TORCH_OFF) &&
(BlockType != E_BLOCK_LEVER) // Treating lever as a torch, for refreshing
)
{
if (IsPowered(a_BlockPos, true))
{
m_RefreshTorchesAround.push_back(a_BlockPos);
}
}
break;
}
} // switch (BlockType)
return false;
}
int cRedstoneSimulator::UnPowerBlock(const Vector3i & a_BlockPos, const Vector3i & a_FromBlock)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if ((a_BlockPos.y < 0) || (a_BlockPos.y >= cChunkDef::Height))
{
return 0;
}
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_REDSTONE_WIRE:
{
if (BlockMeta > 0)
{
m_World.SetBlockMeta(a_BlockPos, 0);
return 1;
}
break;
}
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
{
m_RefreshPistons.push_back(a_BlockPos);
break;
}
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
{
m_RefreshDropSpensers.push_back(a_BlockPos);
break;
}
case E_BLOCK_REDSTONE_TORCH_ON:
{
return 2;
break;
}
case E_BLOCK_LEVER:
{
// Check if lever is ON. If it is, report it back as a source
if (cRedstoneSimulator::IsLeverOn(BlockMeta))
{
return 2;
}
break;
}
case E_BLOCK_REDSTONE_REPEATER_ON:
{
if (
IsRepeaterPointingTo(a_BlockPos, BlockMeta, a_FromBlock) || // Repeater is next to wire
IsRepeaterPointingTo(a_BlockPos, BlockMeta, a_FromBlock - Vector3i(0, 1, 0)) // Repeater is below wire
)
{
return 2;
}
else if (IsRepeaterPointingAway(a_BlockPos, BlockMeta, a_FromBlock))
{
SetRepeater(a_BlockPos, 10, false);
}
// fall-through:
}
case E_BLOCK_REDSTONE_REPEATER_OFF:
{
if (IsRepeaterPointingAway(a_BlockPos, BlockMeta, a_FromBlock))
{
SetRepeater(a_BlockPos, 10, false);
}
break;
}
default:
{
if (
(BlockType != E_BLOCK_AIR) &&
(BlockType != E_BLOCK_REDSTONE_TORCH_ON) &&
(BlockType != E_BLOCK_REDSTONE_TORCH_OFF) &&
(BlockType != E_BLOCK_LEVER)
)
{
if (!IsPowered(a_BlockPos, true))
{
m_RefreshTorchesAround.push_back(a_BlockPos);
}
}
break;
}
} // switch (BlockType)
return 0;
}
// Removes current from all powered redstone wires until it reaches an energy source.
// Also returns all energy sources it encountered
cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent(const Vector3i & a_BlockPos)
{
std::deque< Vector3i > SpreadStack;
std::deque< Vector3i > FoundSources;
Vector3i Surroundings[] = {
Vector3i(1, 0, 0),
Vector3i(1, 1, 0),
Vector3i(1,-1, 0),
Vector3i(-1, 0, 0),
Vector3i(-1, 1, 0),
Vector3i(-1,-1, 0),
Vector3i(0, 0, 1),
Vector3i(0, 1, 1),
Vector3i(0,-1, 1),
Vector3i(0, 0,-1),
Vector3i(0, 1,-1),
Vector3i(0,-1,-1),
Vector3i(0,-1, 0),
};
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
switch (BlockType)
{
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
{
// Repeaters only spread to their front front and 0 or 1 block up
static Vector3i Surroundings [] = {
Vector3i(0, 0, 0),
Vector3i(0, 1, 0),
};
Vector3i Direction = GetRepeaterDirection(BlockMeta);
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i pos = a_BlockPos + Direction + Surroundings[i];
int RetVal = UnPowerBlock(pos, a_BlockPos);
if (RetVal == 1)
{
// Changed, so add to stack
SpreadStack.push_back(pos);
}
else if (RetVal == 2)
{
FoundSources.push_back(pos);
}
}
break;
}
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_LEVER:
{
static Vector3i Surroundings [] = { // Torches only spread on the same level
Vector3i(-1, 0, 0),
Vector3i(1, 0, 0),
Vector3i(0, 0,-1),
Vector3i(0, 0, 1),
};
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i pos = Vector3i(a_BlockPos) + Surroundings[i];
int RetVal = UnPowerBlock(pos, a_BlockPos);
if (RetVal == 1)
{
SpreadStack.push_back(pos); // Changed, so add to stack
}
else if (RetVal == 2)
{
FoundSources.push_back(pos);
}
}
break;
}
default:
{
SpreadStack.push_back(a_BlockPos);
break;
}
} // switch (BlockType)
while (!SpreadStack.empty())
{
Vector3i pos = SpreadStack.back();
SpreadStack.pop_back();
for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
{
Vector3i OtherPos = pos + Surroundings[i];
int RetVal = UnPowerBlock(OtherPos, pos);
if (RetVal == 1)
{
SpreadStack.push_back(OtherPos); // Changed, so add to stack
}
else if (RetVal == 2)
{
FoundSources.push_back(OtherPos);
}
}
}
return FoundSources;
}
bool cRedstoneSimulator::IsPowering(const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire)
{
BLOCKTYPE PowerBlock;
NIBBLETYPE PowerMeta;
m_World.GetBlockTypeMeta(a_PowerPos.x, a_PowerPos.y, a_PowerPos.z, PowerBlock, PowerMeta);
// Filter out powering blocks for a_bOnlyByWire
if (
!a_bOnlyByWire && (
(PowerBlock == E_BLOCK_REDSTONE_TORCH_ON) ||
(PowerBlock == E_BLOCK_LEVER)
)
)
{
return true;
}
switch (PowerBlock)
{
case E_BLOCK_REDSTONE_REPEATER_ON:
{
// A repeater pointing towards block is regarded as wire
if (IsRepeaterPointingTo(a_PowerPos, PowerMeta, a_BlockPos))
{
return true;
}
break;
}
case E_BLOCK_REDSTONE_WIRE:
{
if (PowerMeta > 0)
{
if (GetWireDirection(a_PowerPos) == a_WireDirection)
{
return true;
}
}
break;
}
} // switch (PowerBlock)
return false;
}
bool cRedstoneSimulator::IsPowered(const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
if ((BlockType == E_BLOCK_REDSTONE_REPEATER_OFF) || (BlockType == E_BLOCK_REDSTONE_REPEATER_ON))
{
Vector3i Behind = a_BlockPos - GetRepeaterDirection(BlockMeta);
BLOCKTYPE BehindBlock;
NIBBLETYPE BehindMeta;
m_World.GetBlockTypeMeta(Behind.x, Behind.y, Behind.z, BehindBlock, BehindMeta);
switch (BehindBlock)
{
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_LEVER:
{
// _X: TODO: Shouldn't a lever be checked if it is switched on?
return true;
}
case E_BLOCK_REDSTONE_WIRE:
{
return (BehindMeta > 0);
}
case E_BLOCK_REDSTONE_REPEATER_ON:
{
return IsRepeaterPointingTo(Behind, BehindMeta, a_BlockPos);
}
} // switch (BehindBlock)
return false;
}
if (IsPowering(Vector3i(a_BlockPos.x - 1, a_BlockPos.y, a_BlockPos.z), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire))
{
return true;
}
if (IsPowering(Vector3i(a_BlockPos.x + 1, a_BlockPos.y, a_BlockPos.z), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire))
{
return true;
}
if (IsPowering(Vector3i(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z - 1), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire))
{
return true;
}
if (IsPowering(Vector3i(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z + 1), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire))
{
return true;
}
// Only wires can power the bottom block
BLOCKTYPE PosYType;
NIBBLETYPE PosYMeta;
m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y + 1, a_BlockPos.z, PosYType, PosYMeta);
if (PosYType == E_BLOCK_REDSTONE_WIRE)
{
return (PosYMeta > 0);
}
return false;
}
// Believe me, it works!! TODO: Add repeaters and low/high wires
cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int Dir = REDSTONE_NONE;
BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
if (
(NegX == E_BLOCK_REDSTONE_WIRE) ||
(NegX == E_BLOCK_REDSTONE_TORCH_ON) ||
(NegX == E_BLOCK_LEVER)
)
{
Dir |= (REDSTONE_X_POS);
}
BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
if (
(PosX == E_BLOCK_REDSTONE_WIRE) ||
(PosX == E_BLOCK_REDSTONE_TORCH_ON) ||
(PosX == E_BLOCK_LEVER)
)
{
Dir |= (REDSTONE_X_NEG);
}
BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
if (
(NegZ == E_BLOCK_REDSTONE_WIRE) ||
(NegZ == E_BLOCK_REDSTONE_TORCH_ON) ||
(NegZ == E_BLOCK_LEVER)
)
{
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 = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
if (
(PosZ == E_BLOCK_REDSTONE_WIRE) ||
(PosZ == E_BLOCK_REDSTONE_TORCH_ON) ||
(PosZ == E_BLOCK_LEVER)
)
{
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 cRedstoneSimulator::IsRepeaterPointingTo(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos)
{
switch (a_MetaData & 0x3)
{
case 0x0:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0, 1)))
{
return true;
}
break;
}
case 0x1:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)))
{
return true;
}
break;
}
case 0x2:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0,-1)))
{
return true;
}
break;
}
case 0x3:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(1, 0, 0)))
{
return true;
}
break;
}
}
return false;
}
bool cRedstoneSimulator::IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos)
{
switch (a_MetaData & 0x3)
{
case 0x0:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0,-1)))
{
return true;
}
break;
}
case 0x1:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(1, 0, 0)))
{
return true;
}
break;
}
case 0x2:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0, 1)))
{
return true;
}
break;
}
case 0x3:
{
if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)))
{
return true;
}
break;
}
}
return false;
}
NIBBLETYPE cRedstoneSimulator::RepeaterRotationToMetaData(double a_Rotation)
{
a_Rotation += 90 + 45; // So its not aligned with axis
if (a_Rotation > 360)
{
a_Rotation -= 360;
}
if ((a_Rotation >= 0) && (a_Rotation < 90))
{
return 0x1;
}
else if ((a_Rotation >= 180) && (a_Rotation < 270))
{
return 0x3;
}
else if ((a_Rotation >= 90) && (a_Rotation < 180))
{
return 0x2;
}
else
{
return 0x0;
}
}
Vector3i cRedstoneSimulator::GetRepeaterDirection(NIBBLETYPE a_MetaData)
{
switch (a_MetaData & 0x3)
{
case 0x0: return Vector3i(0, 0,-1);
case 0x1: return Vector3i(1, 0, 0);
case 0x2: return Vector3i(0, 0, 1);
case 0x3: return Vector3i(-1, 0, 0);
}
return Vector3i();
}
NIBBLETYPE cRedstoneSimulator::LeverDirectionToMetaData(char a_Dir)
{
// Determine lever direction:
switch (a_Dir)
{
case BLOCK_FACE_TOP: return 0x6;
case BLOCK_FACE_EAST: return 0x1;
case BLOCK_FACE_WEST: return 0x2;
case BLOCK_FACE_SOUTH: return 0x3;
case BLOCK_FACE_NORTH: return 0x4;
case BLOCK_FACE_BOTTOM: return 0x0;
default: return 0x6;
}
}
bool cRedstoneSimulator::IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos)
{
// Extract the metadata and ask the lower level:
return IsLeverOn(a_World->GetBlockMeta(a_BlockPos));
}
bool cRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
{
// Extract the ON bit from metadata and return if true if it is set:
return ((a_BlockMeta & 0x8) == 0x8);
}
void cRedstoneSimulator::SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn)
{
for (RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr)
{
sRepeaterChange & Change = *itr;
if (Change.Position.Equals(a_Position))
{
if (Change.bPowerOn && !a_bPowerOn)
{
Change.bPowerOffNextTime = true;
}
if (a_bPowerOn)
{
Change.bPowerOffNextTime = false;
}
Change.bPowerOn |= a_bPowerOn;
return;
}
}
sRepeaterChange RC;
RC.Position = a_Position;
RC.Ticks = a_Ticks;
RC.bPowerOn = a_bPowerOn;
RC.bPowerOffNextTime = false;
m_SetRepeaters.push_back(RC);
}