Fixed basic style.
This commit is contained in:
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f59740b262
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3da6e4374e
@ -28,7 +28,7 @@ void cGuardian::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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}
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD);
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // ToDo: Prismarine Crystals only drop if the raw fish drop is 0
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // TODO: Prismarine Crystals only drop if the raw fish drop is 0
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}
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}
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@ -1488,62 +1488,92 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel
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for (const auto & itr : *m_PoweredBlocks)
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for (const auto & itr : *m_PoweredBlocks)
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{
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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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if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
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{
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continue;
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}
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switch (a_Meta & 0x3)
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switch (a_Meta & 0x3)
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{
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{
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case 0x0:
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case 0x0:
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{
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{
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// Flip the coords to check the back of the repeater
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// Flip the coords to check the back of the repeater
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))) { return true; }
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))))
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{
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return true;
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}
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break;
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break;
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}
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}
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case 0x1:
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case 0x1:
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{
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{
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))))
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{
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return true;
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}
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break;
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break;
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}
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}
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case 0x2:
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case 0x2:
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{
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{
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))) { return true; }
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))))
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{
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return true;
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}
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break;
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break;
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}
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}
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case 0x3:
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case 0x3:
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{
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{
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
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if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ))))
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{
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return true;
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}
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break;
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break;
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}
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}
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}
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}
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}
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} // for itr - m_PoweredBlocks[]
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for (const auto & itr : *m_LinkedPoweredBlocks)
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for (const auto & itr : *m_LinkedPoweredBlocks)
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{
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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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if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
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{
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continue;
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}
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switch (a_Meta & 0x3)
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switch (a_Meta & 0x3)
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{
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{
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case 0x0:
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case 0x0:
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{
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{
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))) { return true; }
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))))
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{
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return true;
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}
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break;
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break;
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}
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}
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case 0x1:
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case 0x1:
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{
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{
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))))
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{
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return true;
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}
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break;
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break;
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}
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}
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case 0x2:
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case 0x2:
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{
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{
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))) { return true; }
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))))
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{
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return true;
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}
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break;
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break;
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}
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}
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case 0x3:
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case 0x3:
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{
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{
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
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if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ))))
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{
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return true;
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}
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break;
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break;
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}
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}
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}
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}
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}
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} // for itr - m_LinkedPoweredBlocks[]
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return false; // Couldn't find power source behind repeater
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return false; // Couldn't find power source behind repeater
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}
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}
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@ -1562,7 +1592,10 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
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// Check if eastern (right) neighbor is a powered on repeater who is facing us
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// Check if eastern (right) neighbor is a powered on repeater who is facing us
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BLOCKTYPE Block = 0;
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BLOCKTYPE Block = 0;
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NIBBLETYPE OtherRepeaterDir = 0;
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NIBBLETYPE OtherRepeaterDir = 0;
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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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if (
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m_Chunk->UnboundedRelGetBlock(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) &&
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(Block == E_BLOCK_REDSTONE_REPEATER_ON)
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)
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{
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{
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if ((OtherRepeaterDir & 0x03) == 0x3)
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if ((OtherRepeaterDir & 0x03) == 0x3)
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{
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{
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@ -1571,7 +1604,10 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
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}
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}
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// Check if western(left) neighbor is a powered on repeater who is facing us
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// Check if western(left) neighbor is a powered on repeater who is facing us
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if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
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if (
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m_Chunk->UnboundedRelGetBlock(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) &&
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(Block == E_BLOCK_REDSTONE_REPEATER_ON)
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)
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{
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{
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if ((OtherRepeaterDir & 0x03) == 0x1)
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if ((OtherRepeaterDir & 0x03) == 0x1)
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{
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{
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@ -1590,7 +1626,10 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
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BLOCKTYPE Block = 0;
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BLOCKTYPE Block = 0;
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NIBBLETYPE OtherRepeaterDir = 0;
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NIBBLETYPE OtherRepeaterDir = 0;
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if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
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if (
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m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block, OtherRepeaterDir) &&
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(Block == E_BLOCK_REDSTONE_REPEATER_ON)
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)
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{
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{
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if ((OtherRepeaterDir & 0x30) == 0x00)
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if ((OtherRepeaterDir & 0x30) == 0x00)
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{
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{
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@ -1599,7 +1638,10 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
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}
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}
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// Check if northern(up) neighbor is a powered on repeater who is facing us
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// Check if northern(up) neighbor is a powered on repeater who is facing us
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if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
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if (
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m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block, OtherRepeaterDir) &&
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(Block == E_BLOCK_REDSTONE_REPEATER_ON)
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)
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{
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{
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if ((OtherRepeaterDir & 0x03) == 0x02)
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if ((OtherRepeaterDir & 0x03) == 0x02)
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{
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{
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@ -1625,7 +1667,10 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
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for (const auto & itr : *m_PoweredBlocks)
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for (const auto & itr : *m_PoweredBlocks)
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{
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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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if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
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{
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continue;
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}
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int X = a_RelBlockX, Z = a_RelBlockZ;
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int X = a_RelBlockX, Z = a_RelBlockZ;
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AddFaceDirection(X, a_RelBlockY, Z, Face);
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AddFaceDirection(X, a_RelBlockY, Z, Face);
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@ -1638,7 +1683,10 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
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for (const auto & itr : *m_LinkedPoweredBlocks)
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for (const auto & itr : *m_LinkedPoweredBlocks)
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{
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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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if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
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{
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continue;
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}
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int X = a_RelBlockX, Z = a_RelBlockZ;
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int X = a_RelBlockX, Z = a_RelBlockZ;
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AddFaceDirection(X, a_RelBlockY, Z, Face);
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AddFaceDirection(X, a_RelBlockY, Z, Face);
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