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Add Light weighted pressure plates

This commit is contained in:
Howaner 2014-02-20 19:07:32 +01:00
parent 4b7891f290
commit 69961fc4df
3 changed files with 24 additions and 10 deletions

View File

@ -644,9 +644,11 @@ public:
g_BlockPistonBreakable[E_BLOCK_DEAD_BUSH] = true;
g_BlockPistonBreakable[E_BLOCK_FIRE] = true;
g_BlockPistonBreakable[E_BLOCK_FLOWER] = true;
g_BlockPistonBreakable[E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE] = true;
g_BlockPistonBreakable[E_BLOCK_INACTIVE_COMPARATOR] = true;
g_BlockPistonBreakable[E_BLOCK_IRON_DOOR] = true;
g_BlockPistonBreakable[E_BLOCK_JACK_O_LANTERN] = true;
g_BlockPistonBreakable[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE] = true;
g_BlockPistonBreakable[E_BLOCK_LADDER] = true;
g_BlockPistonBreakable[E_BLOCK_LAVA] = true;
g_BlockPistonBreakable[E_BLOCK_LEVER] = true;
@ -727,10 +729,12 @@ public:
g_BlockRequiresSpecialTool[E_BLOCK_END_STONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_GOLD_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_GOLD_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_IRON_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_IRON_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_LAPIS_BLOCK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_LAPIS_ORE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_MOSSY_COBBLESTONE] = true;
g_BlockRequiresSpecialTool[E_BLOCK_NETHERRACK] = true;
g_BlockRequiresSpecialTool[E_BLOCK_NETHER_BRICK] = true;

View File

@ -6,10 +6,13 @@
#include "../BlockEntities/NoteEntity.h"
#include "../BlockEntities/CommandBlockEntity.h"
#include "../Entities/TNTEntity.h"
#include "../Entities/Pickup.h"
#include "../Blocks/BlockTorch.h"
#include "../Blocks/BlockDoor.h"
#include "../Piston.h"
#include <typeinfo>
@ -87,7 +90,8 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
((Block == E_BLOCK_DETECTOR_RAIL) && (Meta & 0x08) == 0) ||
(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
(((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0))
(((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) ||
(((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0))
)
{
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);
@ -313,6 +317,8 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
}
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
{
HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data);
break;
@ -333,13 +339,13 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo
((a_BlockX % cChunkDef::Width) >= 14) ||
((a_BlockZ % cChunkDef::Width) <= 1) ||
((a_BlockZ % cChunkDef::Width) >= 14)
) // Are we on a chunk boundary? ± 2 because of LinkedPowered blocks
) // Are we on a chunk boundary? \B1 2 because of LinkedPowered blocks
{
// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and ± 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and \B1 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
@ -1039,13 +1045,15 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
}
break;
}
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
{
class cWoodenPressurePlateCallback :
class cPressurePlateCallback :
public cEntityCallback
{
public:
cWoodenPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
m_Entity(NULL),
m_World(a_World),
m_X(a_BlockX),
@ -1063,7 +1071,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
if (Distance <= 0.7)
{
m_Entity = a_Entity;
return true; // Break out, we only need to know for wooden plates that at least one entity is on top
return true; // Break out, we only need to know for plates that at least one entity is on top
}
return false;
}
@ -1082,13 +1090,13 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
int m_Z;
} ;
cWoodenPressurePlateCallback WoodenPressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World);
m_World.ForEachEntity(WoodenPressurePlateCallback);
cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World);
m_World.ForEachEntity(PressurePlateCallback);
if (WoodenPressurePlateCallback.FoundEntity())
if (PressurePlateCallback.FoundEntity())
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WOODEN_PRESSURE_PLATE);
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
}
else
{

View File

@ -158,8 +158,10 @@ bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_FIRE:
case E_BLOCK_FLOWER_POT:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LAVA:
case E_BLOCK_LEVER:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_MINECART_TRACKS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_POWERED_RAIL: