From 506f5def049f59059a503d99b59c69b9b2a81b2b Mon Sep 17 00:00:00 2001 From: wiseoldman95 Date: Tue, 8 Apr 2014 17:14:23 +0300 Subject: [PATCH] Added comments regarding latching and orientation No real code was changed. --- .../IncrementalRedstoneSimulator.cpp | 40 ++++++++++++++----- 1 file changed, 31 insertions(+), 9 deletions(-) diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 9903fc7d3..26c8355dd 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -12,7 +12,25 @@ - + // Orientation mini guide: + /* + ^ + | + | Z Axis + + X Axis ----> + + Block Direction, and value of _World.GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ): + + Right (X+): 0x1 + Left (X-): 0x3 + Up (z+): 0x2 + Down (z-): 0x0 + + //TODO: Define those in preprocessor and replace them everywhere in the entire project. + Sun rises from right (X+) + */ + cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) : super(a_World) @@ -1206,50 +1224,54 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) { - // Change checking direction according to meta rotation. + switch (a_Meta & 0x3) //compare my direction to my neighbor's { - // If the repeater is facing one direction, do one thing. + // If the repeater is looking up or down (If parallel to the Z axis) case 0x0: case 0x2: { + //Check if right neighbor is a powered on repeater who is facing us. if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a { NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; - if (otherRepeaterDir == 0x3) { return true; } + if (otherRepeaterDir == 0x3) { return true; } //If so, I am latched/locked. } + //Check if left neighbor is a powered on repeater who is facing us. if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) { NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3; - if (otherRepeaterDir == 0x1) { return true; } + if (otherRepeaterDir == 0x1) { return true; } //If so, I am latched/locked. } break; } - // If another, do the other. + // If the repeater is looking left or right (If parallel to the x axis) case 0x1: case 0x3: { + //Check if upper neighbor is a powered on repeater who is facing us. if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON) { NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3; - if (otherRepeaterDir == 0x0) { return true; } + if (otherRepeaterDir == 0x0) { return true; } //If so, am latched/locked. } + //Check if bottom neighbor is a powered on repeater who is facing us. if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON) { NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3; - if (otherRepeaterDir == 0x2) { return true; } + if (otherRepeaterDir == 0x2) { return true; } //If so, I am latched/locked. } break; } } - return false; + return false; //None of the checks succeeded, I am not a locked repeater. }