Renamed cRedstoneManager to cRedstoneSimulator and renamed cRedstoneSimulator to cIncrementalRedstoneSimulator (Might change later).
This commit is contained in:
parent
09a23fa114
commit
3a897844a0
@ -6,7 +6,7 @@
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#include "Simulator/FireSimulator.h"
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#include "Simulator/SandSimulator.h"
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#include "Simulator/RedstoneSimulator.h"
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#include "Simulator/IncrementalRedstoneSimulator.h"
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1534
src/Simulator/IncrementalRedstoneSimulator.cpp
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1534
src/Simulator/IncrementalRedstoneSimulator.cpp
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File diff suppressed because it is too large
Load Diff
263
src/Simulator/IncrementalRedstoneSimulator.h
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263
src/Simulator/IncrementalRedstoneSimulator.h
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#pragma once
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#include "RedstoneSimulator.h"
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/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
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typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
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class cIncrementalRedstoneSimulator :
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public cRedstoneSimulator
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{
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typedef cRedstoneSimulator super;
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public:
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cIncrementalRedstoneSimulator(cWorld & a_World);
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~cIncrementalRedstoneSimulator();
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virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
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enum eRedstoneDirection
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{
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REDSTONE_NONE = 0,
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REDSTONE_X_POS = 0x1,
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REDSTONE_X_NEG = 0x2,
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REDSTONE_Z_POS = 0x4,
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REDSTONE_Z_NEG = 0x8,
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};
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eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
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private:
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struct sPoweredBlocks // Define structure of the directly powered blocks list
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{
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Vector3i a_BlockPos; // Position of powered block
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Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
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};
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struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
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{
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Vector3i a_BlockPos;
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Vector3i a_MiddlePos;
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Vector3i a_SourcePos;
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};
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struct sSimulatedPlayerToggleableList
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{
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Vector3i a_BlockPos;
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bool WasLastStatePowered;
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};
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struct sRepeatersDelayList
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{
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Vector3i a_BlockPos;
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short a_DelayTicks;
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short a_ElapsedTicks;
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bool ShouldPowerOn;
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};
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typedef std::vector <sPoweredBlocks> PoweredBlocksList;
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typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
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typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
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typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
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PoweredBlocksList m_PoweredBlocks;
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LinkedBlocksList m_LinkedPoweredBlocks;
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SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
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RepeatersDelayList m_RepeatersDelayList;
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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// We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
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// In addition to being non-performant, it would stop the player from actually breaking said device
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/* ====== SOURCES ====== */
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/** Handles the redstone torch */
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void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/** Handles the redstone block */
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void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles levers */
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void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles buttons */
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void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
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/** Handles daylight sensors */
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void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles pressure plates */
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void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
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/* ==================== */
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/* ====== CARRIERS ====== */
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/** Handles redstone wire */
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void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles repeaters */
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void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/* ====================== */
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/* ====== DEVICES ====== */
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/** Handles pistons */
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void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles dispensers and droppers */
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void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles TNT (exploding) */
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void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles redstone lamps */
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void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/** Handles doords */
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void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles command blocks */
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void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles activator, detector, and powered rails */
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void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
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/** Handles trapdoors */
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void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles noteblocks */
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void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/* ===================== */
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/* ====== Helper functions ====== */
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/** Marks a block as powered */
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void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
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/** Marks a block as being powered through another block */
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void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
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/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
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void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
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/** Marks the second block in a direction as linked powered */
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void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
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/** Marks all blocks immediately surrounding a coordinate as powered */
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void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
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/** Queues a repeater to be powered or unpowered */
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void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
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/** Returns if a coordinate is powered or linked powered */
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bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
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/** Returns if a coordinate is in the directly powered blocks list */
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bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns if a coordinate is in the indirectly powered blocks list */
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bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
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bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
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/** Returns if a repeater is powered */
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bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
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/** Returns if a piston is powered */
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bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
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/** Returns if a wire is powered
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The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
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*/
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bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Returns if lever metadata marks it as emitting power */
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bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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/** Returns if button metadata marks it as emitting power */
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bool IsButtonOn(NIBBLETYPE a_BlockMeta);
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/* ============================== */
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/* ====== Misc Functions ====== */
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/** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
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inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
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/** Returns if a block is a mechanism (something that accepts power and does something) */
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inline static bool IsMechanism(BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_POWERED_RAIL:
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{
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return true;
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}
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default: return false;
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}
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}
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/** Returns if a block has the potential to output power */
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inline static bool IsPotentialSource(BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_LEVER:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_ACTIVE_COMPARATOR:
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{
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return true;
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}
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default: return false;
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}
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}
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/** Returns if a block is any sort of redstone device */
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inline static bool IsRedstone(BLOCKTYPE Block)
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{
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switch (Block)
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{
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// All redstone devices, please alpha sort
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_LEVER:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_TNT:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_TRIPWIRE_HOOK:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_PISTON:
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{
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return true;
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}
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default: return false;
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}
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}
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};
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@ -1,16 +1,16 @@
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#pragma once
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#include "RedstoneManager.h"
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#include "RedstoneSimulator.h"
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class cRedstoneNoopSimulator :
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public cRedstoneManager
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public cRedstoneSimulator
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{
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typedef cRedstoneManager super;
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typedef cRedstoneSimulator super;
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public:
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cRedstoneNoopSimulator(cWorld & a_World) :
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#include "Globals.h"
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#include "RedstoneManager.h"
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#include "../World.h"
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cRedstoneManager::cRedstoneManager(cWorld & a_World) :
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super(a_World)
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{
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}
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#pragma once
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#include "Simulator.h"
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class cRedstoneManager :
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public cSimulator
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{
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typedef cSimulator super;
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public:
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cRedstoneManager(cWorld & a_World);
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} ;
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File diff suppressed because it is too large
Load Diff
@ -1,263 +1,17 @@
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#pragma once
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#include "RedstoneManager.h"
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/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
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typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
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#include "Simulator.h"
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class cRedstoneSimulator :
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public cRedstoneManager
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public cSimulator
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{
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typedef cRedstoneManager super;
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typedef cSimulator super;
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public:
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cRedstoneSimulator(cWorld & a_World);
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~cRedstoneSimulator();
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virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
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enum eRedstoneDirection
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{
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REDSTONE_NONE = 0,
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REDSTONE_X_POS = 0x1,
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REDSTONE_X_NEG = 0x2,
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REDSTONE_Z_POS = 0x4,
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REDSTONE_Z_NEG = 0x8,
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};
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eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
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private:
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struct sPoweredBlocks // Define structure of the directly powered blocks list
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{
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Vector3i a_BlockPos; // Position of powered block
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Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
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};
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struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
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{
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Vector3i a_BlockPos;
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Vector3i a_MiddlePos;
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Vector3i a_SourcePos;
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};
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struct sSimulatedPlayerToggleableList
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{
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Vector3i a_BlockPos;
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bool WasLastStatePowered;
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};
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struct sRepeatersDelayList
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{
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Vector3i a_BlockPos;
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short a_DelayTicks;
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short a_ElapsedTicks;
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bool ShouldPowerOn;
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};
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typedef std::vector <sPoweredBlocks> PoweredBlocksList;
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typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
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typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
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typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
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PoweredBlocksList m_PoweredBlocks;
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LinkedBlocksList m_LinkedPoweredBlocks;
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SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
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RepeatersDelayList m_RepeatersDelayList;
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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// We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
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// In addition to being non-performant, it would stop the player from actually breaking said device
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/* ====== SOURCES ====== */
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/** Handles the redstone torch */
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void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/** Handles the redstone block */
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void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles levers */
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void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles buttons */
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void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
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/** Handles daylight sensors */
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void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles pressure plates */
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void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
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/* ==================== */
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/* ====== CARRIERS ====== */
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/** Handles redstone wire */
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void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Handles repeaters */
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void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
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/* ====================== */
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|
||||
/* ====== DEVICES ====== */
|
||||
/** Handles pistons */
|
||||
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles dispensers and droppers */
|
||||
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles TNT (exploding) */
|
||||
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles redstone lamps */
|
||||
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
|
||||
/** Handles doords */
|
||||
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles command blocks */
|
||||
void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles activator, detector, and powered rails */
|
||||
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
|
||||
/** Handles trapdoors */
|
||||
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Handles noteblocks */
|
||||
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/* ===================== */
|
||||
|
||||
/* ====== Helper functions ====== */
|
||||
/** Marks a block as powered */
|
||||
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
|
||||
/** Marks a block as being powered through another block */
|
||||
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
|
||||
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
|
||||
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
|
||||
/** Marks the second block in a direction as linked powered */
|
||||
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
|
||||
/** Marks all blocks immediately surrounding a coordinate as powered */
|
||||
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
|
||||
/** Queues a repeater to be powered or unpowered */
|
||||
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
|
||||
|
||||
/** Returns if a coordinate is powered or linked powered */
|
||||
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
|
||||
/** Returns if a coordinate is in the directly powered blocks list */
|
||||
bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Returns if a coordinate is in the indirectly powered blocks list */
|
||||
bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
/** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
|
||||
bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
|
||||
/** Returns if a repeater is powered */
|
||||
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
|
||||
/** Returns if a piston is powered */
|
||||
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
|
||||
/** Returns if a wire is powered
|
||||
The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
|
||||
*/
|
||||
bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
|
||||
/** Returns if lever metadata marks it as emitting power */
|
||||
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
|
||||
/** Returns if button metadata marks it as emitting power */
|
||||
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
|
||||
/* ============================== */
|
||||
|
||||
/* ====== Misc Functions ====== */
|
||||
/** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
|
||||
inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
|
||||
|
||||
/** Returns if a block is a mechanism (something that accepts power and does something) */
|
||||
inline static bool IsMechanism(BLOCKTYPE Block)
|
||||
{
|
||||
switch (Block)
|
||||
{
|
||||
case E_BLOCK_ACTIVATOR_RAIL:
|
||||
case E_BLOCK_COMMAND_BLOCK:
|
||||
case E_BLOCK_PISTON:
|
||||
case E_BLOCK_STICKY_PISTON:
|
||||
case E_BLOCK_DISPENSER:
|
||||
case E_BLOCK_DROPPER:
|
||||
case E_BLOCK_FENCE_GATE:
|
||||
case E_BLOCK_HOPPER:
|
||||
case E_BLOCK_NOTE_BLOCK:
|
||||
case E_BLOCK_TNT:
|
||||
case E_BLOCK_TRAPDOOR:
|
||||
case E_BLOCK_REDSTONE_LAMP_OFF:
|
||||
case E_BLOCK_REDSTONE_LAMP_ON:
|
||||
case E_BLOCK_WOODEN_DOOR:
|
||||
case E_BLOCK_IRON_DOOR:
|
||||
case E_BLOCK_REDSTONE_REPEATER_OFF:
|
||||
case E_BLOCK_REDSTONE_REPEATER_ON:
|
||||
case E_BLOCK_POWERED_RAIL:
|
||||
{
|
||||
return true;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
/** Returns if a block has the potential to output power */
|
||||
inline static bool IsPotentialSource(BLOCKTYPE Block)
|
||||
{
|
||||
switch (Block)
|
||||
{
|
||||
case E_BLOCK_DETECTOR_RAIL:
|
||||
case E_BLOCK_DAYLIGHT_SENSOR:
|
||||
case E_BLOCK_WOODEN_BUTTON:
|
||||
case E_BLOCK_STONE_BUTTON:
|
||||
case E_BLOCK_REDSTONE_WIRE:
|
||||
case E_BLOCK_REDSTONE_TORCH_ON:
|
||||
case E_BLOCK_LEVER:
|
||||
case E_BLOCK_REDSTONE_REPEATER_ON:
|
||||
case E_BLOCK_BLOCK_OF_REDSTONE:
|
||||
case E_BLOCK_ACTIVE_COMPARATOR:
|
||||
{
|
||||
return true;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
/** Returns if a block is any sort of redstone device */
|
||||
inline static bool IsRedstone(BLOCKTYPE Block)
|
||||
{
|
||||
switch (Block)
|
||||
{
|
||||
// All redstone devices, please alpha sort
|
||||
case E_BLOCK_ACTIVATOR_RAIL:
|
||||
case E_BLOCK_ACTIVE_COMPARATOR:
|
||||
case E_BLOCK_BLOCK_OF_REDSTONE:
|
||||
case E_BLOCK_COMMAND_BLOCK:
|
||||
case E_BLOCK_DETECTOR_RAIL:
|
||||
case E_BLOCK_DISPENSER:
|
||||
case E_BLOCK_DAYLIGHT_SENSOR:
|
||||
case E_BLOCK_DROPPER:
|
||||
case E_BLOCK_FENCE_GATE:
|
||||
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
|
||||
case E_BLOCK_HOPPER:
|
||||
case E_BLOCK_INACTIVE_COMPARATOR:
|
||||
case E_BLOCK_IRON_DOOR:
|
||||
case E_BLOCK_LEVER:
|
||||
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
|
||||
case E_BLOCK_NOTE_BLOCK:
|
||||
case E_BLOCK_POWERED_RAIL:
|
||||
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_STICKY_PISTON:
|
||||
case E_BLOCK_STONE_BUTTON:
|
||||
case E_BLOCK_STONE_PRESSURE_PLATE:
|
||||
case E_BLOCK_TNT:
|
||||
case E_BLOCK_TRAPDOOR:
|
||||
case E_BLOCK_TRIPWIRE_HOOK:
|
||||
case E_BLOCK_WOODEN_BUTTON:
|
||||
case E_BLOCK_WOODEN_DOOR:
|
||||
case E_BLOCK_WOODEN_PRESSURE_PLATE:
|
||||
case E_BLOCK_PISTON:
|
||||
{
|
||||
return true;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
} ;
|
||||
|
@ -31,7 +31,7 @@
|
||||
#include "Simulator/NoopFluidSimulator.h"
|
||||
#include "Simulator/NoopRedstoneSimulator.h"
|
||||
#include "Simulator/SandSimulator.h"
|
||||
#include "Simulator/RedstoneSimulator.h"
|
||||
#include "Simulator/IncrementalRedstoneSimulator.h"
|
||||
#include "Simulator/VaporizeFluidSimulator.h"
|
||||
|
||||
// Mobs:
|
||||
@ -2871,27 +2871,23 @@ void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Resul
|
||||
|
||||
|
||||
|
||||
cRedstoneManager * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
|
||||
cRedstoneSimulator * cWorld::InitializeRedstoneSimulator(cIniFile & a_IniFile)
|
||||
{
|
||||
AString SimulatorName = a_IniFile.GetValueSet("Physics", "RedstoneSimulator", "");
|
||||
|
||||
if (SimulatorName.empty())
|
||||
{
|
||||
LOGWARNING("[Physics] RedstoneSimulator not present or empty in %s, using the default of \"Floody\".", GetIniFileName().c_str());
|
||||
SimulatorName = "redstone";
|
||||
LOGWARNING("[Physics] RedstoneSimulator not present or empty in %s, using the default of \"incremental\".", GetIniFileName().c_str());
|
||||
SimulatorName = "incremental";
|
||||
}
|
||||
|
||||
cRedstoneManager * res = NULL;
|
||||
cRedstoneSimulator * res = NULL;
|
||||
|
||||
if (
|
||||
(NoCaseCompare(SimulatorName, "redstone") == 0)
|
||||
)
|
||||
if (NoCaseCompare(SimulatorName, "incremental") == 0)
|
||||
{
|
||||
res = new cRedstoneSimulator(*this);
|
||||
res = new cIncrementalRedstoneSimulator(*this);
|
||||
}
|
||||
else if (
|
||||
(NoCaseCompare(SimulatorName, "noop") == 0)
|
||||
)
|
||||
else if (NoCaseCompare(SimulatorName, "noop") == 0)
|
||||
{
|
||||
res = new cRedstoneNoopSimulator(*this);
|
||||
}
|
||||
|
@ -33,7 +33,7 @@
|
||||
class cFireSimulator;
|
||||
class cFluidSimulator;
|
||||
class cSandSimulator;
|
||||
class cRedstoneManager;
|
||||
class cRedstoneSimulator;
|
||||
class cItem;
|
||||
class cPlayer;
|
||||
class cClientHandle;
|
||||
@ -432,7 +432,7 @@ public:
|
||||
|
||||
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
||||
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
||||
inline cRedstoneManager * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
|
||||
inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
|
||||
|
||||
/** Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true */
|
||||
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
@ -759,7 +759,7 @@ private:
|
||||
cFluidSimulator * m_WaterSimulator;
|
||||
cFluidSimulator * m_LavaSimulator;
|
||||
cFireSimulator * m_FireSimulator;
|
||||
cRedstoneManager * m_RedstoneSimulator;
|
||||
cRedstoneSimulator * m_RedstoneSimulator;
|
||||
|
||||
cCriticalSection m_CSPlayers;
|
||||
cPlayerList m_Players;
|
||||
@ -860,7 +860,7 @@ private:
|
||||
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
||||
|
||||
/** Creates a new redstone simulator.*/
|
||||
cRedstoneManager * InitializeRedstoneSimulator(cIniFile & a_IniFile);
|
||||
cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile);
|
||||
}; // tolua_export
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user