Wires no longer power if a block cuts them off
Also reduced more unneeded code.
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@ -394,18 +394,18 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0},
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{ 1, 0, 0}, /* Wires on same level start */
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 1, 1, 0}, // From here to end, check for wire placed on sides of blocks
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{ 0, 0, -1}, /* Wires on same level stop */
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{ 1, 1, 0}, /* Wires one higher, surrounding self start */
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{-1, 1, 0},
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{ 0, 1, 1},
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{ 0, 1, -1},
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{ 1,-1, 0},
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{ 0, 1, -1}, /* Wires one higher, surrounding self stop */
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{ 1,-1, 0}, /* Wires one lower, surrounding self start */
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{-1,-1, 0},
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{ 0,-1, 1},
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{ 0,-1, -1},
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{ 0,-1, -1}, /* Wires one lower, surrounding self stop */
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} ;
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// Check to see if directly beside a power source
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@ -421,6 +421,21 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
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for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
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{
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if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
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{
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if (g_BlockIsSolid[m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ)]) // If there is something solid above us (wire cut off)...
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{
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continue; // We don't receive power from that wire
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}
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}
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else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
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{
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if (g_BlockIsSolid[m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y + 1, a_BlockZ + gCrossCoords[i].z)])
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{
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continue;
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}
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}
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BLOCKTYPE SurroundType;
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NIBBLETYPE SurroundMeta;
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m_World.GetBlockTypeMeta(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, SurroundType, SurroundMeta);
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@ -483,37 +498,25 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
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}
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case REDSTONE_X_POS:
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{
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if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
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{
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SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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}
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SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
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break;
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}
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case REDSTONE_X_NEG:
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{
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if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
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{
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SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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}
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SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
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break;
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}
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case REDSTONE_Z_POS:
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{
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
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{
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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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}
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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
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break;
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}
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case REDSTONE_Z_NEG:
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{
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
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{
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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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}
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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
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break;
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}
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@ -1147,11 +1150,17 @@ void cRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_B
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void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
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{
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR)
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BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (Block == E_BLOCK_AIR)
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{
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// Don't set air, fixes some bugs (wires powering themselves)
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return;
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}
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if ((Block == E_BLOCK_REDSTONE_WIRE) && (a_SourceBlock == E_BLOCK_REDSTONE_WIRE))
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{
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// Wires cannot power themselves normally, instead, the wire handler will manually set meta
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return;
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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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{
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