Fixed repeaters delay, maybe
Also added basic daylight sensors, though because GetBlockSkylight always is 15, it doesn't work.
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9c575681f8
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@ -662,6 +662,7 @@ public:
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g_BlockTransparent[E_BLOCK_CROPS] = true;
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g_BlockTransparent[E_BLOCK_DANDELION] = true;
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g_BlockTransparent[E_BLOCK_DETECTOR_RAIL] = true;
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g_BlockTransparent[E_BLOCK_ENDER_CHEST] = true;
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g_BlockTransparent[E_BLOCK_FENCE] = true;
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g_BlockTransparent[E_BLOCK_FENCE_GATE] = true;
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g_BlockTransparent[E_BLOCK_FIRE] = true;
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@ -691,12 +692,14 @@ public:
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g_BlockTransparent[E_BLOCK_STAINED_GLASS_PANE] = true;
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g_BlockTransparent[E_BLOCK_STATIONARY_LAVA] = true;
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g_BlockTransparent[E_BLOCK_STATIONARY_WATER] = true;
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g_BlockTransparent[E_BLOCK_STONE_BUTTON] = true;
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g_BlockTransparent[E_BLOCK_STONE_PRESSURE_PLATE] = true;
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g_BlockTransparent[E_BLOCK_TALL_GRASS] = true;
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g_BlockTransparent[E_BLOCK_TORCH] = true;
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g_BlockTransparent[E_BLOCK_VINES] = true;
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g_BlockTransparent[E_BLOCK_WALLSIGN] = true;
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g_BlockTransparent[E_BLOCK_WATER] = true;
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g_BlockTransparent[E_BLOCK_WOODEN_BUTTON] = true;
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g_BlockTransparent[E_BLOCK_WOODEN_DOOR] = true;
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g_BlockTransparent[E_BLOCK_WOODEN_PRESSURE_PLATE] = true;
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@ -228,12 +228,13 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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int a_Z = BaseZ + dataitr->z;
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switch (BlockType)
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{
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case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break;
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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@ -611,7 +612,10 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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{
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if (itr->ShouldPowerOn)
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{
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta);
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if (!IsOn)
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{
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
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}
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switch (a_Meta & 0x3) // We only want the direction (bottom) bits
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{
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@ -647,7 +651,10 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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}
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else
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{
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
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if (IsOn)
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{
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
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}
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m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating
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return;
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}
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@ -814,6 +821,7 @@ void cRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BL
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}
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break;
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}
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default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
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}
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}
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@ -887,6 +895,18 @@ void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_Block
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void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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if (m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) > 10)
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{
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
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}
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}
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bool cRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
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@ -1298,7 +1318,7 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
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}
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// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
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itr->a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
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itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
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itr->a_ElapsedTicks = 0;
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itr->ShouldPowerOn = ShouldPowerOn;
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return;
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@ -1308,7 +1328,12 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
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// Self not in list, add self to list
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sRepeatersDelayList RC;
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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// * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed
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RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
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RC.a_ElapsedTicks = 0;
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RC.ShouldPowerOn = ShouldPowerOn;
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m_RepeatersDelayList.push_back(RC);
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@ -115,6 +115,8 @@ private:
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void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// <summary>Handles noteblocks</summary>
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void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// <summary>Handles noteblocks</summary>
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void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/* ===================== */
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/* ====== Helper functions ====== */
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@ -164,13 +166,11 @@ private:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_DAYLIGHT_SENSOR:
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{
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return false;
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}
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default:
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{
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return true;
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}
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default: return true;
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}
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}
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@ -208,6 +208,7 @@ private:
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{
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switch (Block)
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{
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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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