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Fixed another daylight sensor bug

Additionally fixed unpowering across chunks.
This commit is contained in:
Tiger Wang 2014-06-22 15:04:23 +01:00
parent b2bf466122
commit 3ec8b33b76

View File

@ -59,21 +59,20 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
int RelZ = 0;
BLOCKTYPE Block;
NIBBLETYPE Meta;
cChunk * Chunk;
cChunk * OtherChunk = a_Chunk;
if (a_OtherChunk != NULL)
{
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);
Chunk = a_OtherChunk;
OtherChunk = a_OtherChunk;
}
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);
Chunk = a_Chunk;
}
// 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
@ -92,7 +91,8 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = PoweredBlocks->erase(itr);
Chunk->SetIsRedstoneDirty(true);
a_Chunk->SetIsRedstoneDirty(true);
OtherChunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@ -107,21 +107,23 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = PoweredBlocks->erase(itr);
Chunk->SetIsRedstoneDirty(true);
a_Chunk->SetIsRedstoneDirty(true);
OtherChunk->SetIsRedstoneDirty(true);
continue;
}
else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
{
if (!m_World.IsChunkLighted(Chunk->GetPosX(), Chunk->GetPosZ()))
if (!m_World.IsChunkLighted(OtherChunk->GetPosX(), OtherChunk->GetPosZ()))
{
m_World.QueueLightChunk(Chunk->GetPosX(), Chunk->GetPosZ());
m_World.QueueLightChunk(OtherChunk->GetPosX(), OtherChunk->GetPosZ());
}
else
{
if (Chunk->GetTimeAlteredLight(Chunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7)
if (OtherChunk->GetTimeAlteredLight(OtherChunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7)
{
itr = PoweredBlocks->erase(itr);
Chunk->SetIsRedstoneDirty(true);
a_Chunk->SetIsRedstoneDirty(true);
OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@ -139,7 +141,8 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = LinkedPoweredBlocks->erase(itr);
Chunk->SetIsRedstoneDirty(true);
a_Chunk->SetIsRedstoneDirty(true);
OtherChunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@ -153,7 +156,8 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = LinkedPoweredBlocks->erase(itr);
Chunk->SetIsRedstoneDirty(true);
a_Chunk->SetIsRedstoneDirty(true);
OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@ -163,7 +167,8 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
itr = LinkedPoweredBlocks->erase(itr);
Chunk->SetIsRedstoneDirty(true);
a_Chunk->SetIsRedstoneDirty(true);
OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@ -1072,19 +1077,17 @@ void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBl
void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
int a_ChunkX, a_ChunkZ;
cChunkDef::BlockToChunk(a_RelBlockX, a_RelBlockZ, a_ChunkX, a_ChunkZ);
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 (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
if (!m_World.IsChunkLighted(ChunkX, ChunkZ))
{
m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
m_World.QueueLightChunk(ChunkX, ChunkZ);
}
else
{
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
NIBBLETYPE SkyLight = m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ));
if (SkyLight > 8)
if (m_Chunk->GetTimeAlteredLight(m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
{
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
}