Rewrote redstone powering to use power levels
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c0c47d33c5
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82b3d543e7
@ -69,18 +69,19 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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// Checking only when a block is changed, as opposed to every tick, also improves performance
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PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
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for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr)
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for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end();)
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{
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if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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++itr;
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continue;
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}
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if (!IsPotentialSource(Block))
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{
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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);
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PoweredBlocks->erase(itr);
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break;
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itr = PoweredBlocks->erase(itr);
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continue;
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}
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else if (
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// Changeable sources
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@ -93,9 +94,10 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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)
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{
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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);
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PoweredBlocks->erase(itr);
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break;
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itr = PoweredBlocks->erase(itr);
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continue;
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}
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++itr;
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}
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LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
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@ -532,128 +534,95 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
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};
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// Check to see if directly beside a power source
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if (IsWirePowered(a_BlockX, a_BlockY, a_BlockZ))
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unsigned char MyPower;
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if (!IsWirePowered(a_BlockX, a_BlockY, a_BlockZ, MyPower))
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0);
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return;
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}
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else
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MyPower); // Maximum power
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if (MyPower < 2)
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{
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NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE MetaToSet = MyMeta;
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int TimesMetaSmaller = 0, TimesFoundAWire = 0;
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return;
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}
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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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MyPower--;
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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 ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
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if (cBlockInfo::IsSolid(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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if (cBlockInfo::IsSolid(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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continue; // We don't receive power from that wire
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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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else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
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{
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if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)))
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{
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if (cBlockInfo::IsSolid(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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continue;
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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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if (SurroundType == E_BLOCK_REDSTONE_WIRE)
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{
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TimesFoundAWire++;
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if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking
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{
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// Does surrounding wire have a higher power level than the highest so far (MetaToSet)?
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// >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
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if (SurroundMeta >= MetaToSet)
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{
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MetaToSet = SurroundMeta - 1; // To improve performance
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}
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}
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if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's
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{
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TimesMetaSmaller++;
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}
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}
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}
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if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0))
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if (m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z) == E_BLOCK_REDSTONE_WIRE)
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{
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// All surrounding metas were smaller - self must have been a wire that was
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// transferring power to other wires around.
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// However, self not directly powered anymore, so source must have been removed,
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// therefore, self must be set to meta zero
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock
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return; // No need to process block power sets because self not powered
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}
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else if (MyMeta != MetaToSet)
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
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SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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}
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}
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if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
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for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
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{
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for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
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if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF)
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{
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if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF)
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{
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SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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}
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SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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}
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}
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// Wire still powered, power blocks beneath
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SetBlockPowered(a_BlockX, a_BlockY - 1, 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_YM, E_BLOCK_REDSTONE_WIRE);
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// Wire still powered, power blocks beneath
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SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE, MyPower);
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switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
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switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
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{
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case REDSTONE_NONE:
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{
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case REDSTONE_NONE:
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{
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SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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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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SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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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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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
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SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, 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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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, 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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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_X_POS:
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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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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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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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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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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE, MyPower);
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break;
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}
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case REDSTONE_X_POS:
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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, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE, MyPower);
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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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SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE, MyPower);
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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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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE, MyPower);
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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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SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, MyPower);
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SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE, MyPower);
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break;
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}
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}
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}
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@ -1323,28 +1292,23 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY,
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bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ)
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bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel)
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{
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for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
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a_PowerLevel = 0;
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for (auto itr = m_PoweredBlocks->cbegin(); itr != m_PoweredBlocks->cend(); ++itr) // Check powered list
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
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if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE)
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{
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return true;
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}
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a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
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}
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for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
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for (auto itr = m_LinkedPoweredBlocks->cbegin(); itr != m_LinkedPoweredBlocks->cend(); ++itr) // Check linked powered list
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
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if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE)
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{
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return true;
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}
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a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
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}
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return false; // Source was in front of the piston's front face
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return (a_PowerLevel != 0); // Source was in front of the piston's front face
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}
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@ -1374,7 +1338,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_Block
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void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType)
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void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType, unsigned char a_PowerLevel)
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{
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switch (a_Direction)
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{
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@ -1382,11 +1346,11 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int
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{
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BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
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SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
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SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
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SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
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break;
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}
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@ -1394,11 +1358,11 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int
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{
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BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
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SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
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SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
|
||||
break;
|
||||
}
|
||||
@ -1406,11 +1370,11 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int
|
||||
{
|
||||
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
|
||||
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
|
||||
break;
|
||||
}
|
||||
@ -1418,11 +1382,11 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int
|
||||
{
|
||||
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
|
||||
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
|
||||
break;
|
||||
}
|
||||
@ -1430,11 +1394,11 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int
|
||||
{
|
||||
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
|
||||
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
|
||||
break;
|
||||
}
|
||||
@ -1442,11 +1406,11 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int
|
||||
{
|
||||
BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
|
||||
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock, a_PowerLevel);
|
||||
|
||||
break;
|
||||
}
|
||||
@ -1487,7 +1451,7 @@ void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_Bloc
|
||||
|
||||
|
||||
|
||||
void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
|
||||
void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel)
|
||||
{
|
||||
BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
|
||||
if (Block == E_BLOCK_AIR)
|
||||
@ -1497,7 +1461,6 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
|
||||
}
|
||||
|
||||
PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
|
||||
|
||||
for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
|
||||
{
|
||||
if (
|
||||
@ -1510,9 +1473,23 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
|
||||
}
|
||||
}
|
||||
|
||||
PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList();
|
||||
for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list
|
||||
{
|
||||
if (
|
||||
itr->a_BlockPos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) &&
|
||||
itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))
|
||||
)
|
||||
{
|
||||
// Powered wires try to power their source - don't let them!
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
sPoweredBlocks RC;
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
|
||||
RC.a_PowerLevel = a_PowerLevel;
|
||||
Powered->push_back(RC);
|
||||
}
|
||||
|
||||
@ -1524,7 +1501,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
||||
int a_BlockX, int a_BlockY, int a_BlockZ,
|
||||
int a_MiddleX, int a_MiddleY, int a_MiddleZ,
|
||||
int a_SourceX, int a_SourceY, int a_SourceZ,
|
||||
BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock
|
||||
BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
|
||||
)
|
||||
{
|
||||
BLOCKTYPE DestBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
|
||||
@ -1539,7 +1516,6 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
||||
}
|
||||
|
||||
LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
|
||||
|
||||
for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
|
||||
{
|
||||
if (
|
||||
@ -1557,6 +1533,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ);
|
||||
RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
|
||||
RC.a_PowerLevel = a_PowerLevel;
|
||||
Linked->push_back(RC);
|
||||
}
|
||||
|
||||
@ -1621,7 +1598,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a
|
||||
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
|
||||
|
||||
// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
|
||||
// * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed
|
||||
// * 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
|
||||
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
|
||||
|
||||
RC.a_ElapsedTicks = 0;
|
||||
@ -1697,12 +1674,3 @@ bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
|
||||
|
||||
|
||||
|
||||
|
||||
bool cIncrementalRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta)
|
||||
{
|
||||
return IsLeverOn(a_BlockMeta);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -40,27 +40,29 @@ private:
|
||||
{
|
||||
Vector3i a_BlockPos; // Position of powered block
|
||||
Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
|
||||
unsigned char a_PowerLevel;
|
||||
};
|
||||
|
||||
struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
|
||||
{
|
||||
Vector3i a_BlockPos;
|
||||
Vector3i a_MiddlePos;
|
||||
Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
|
||||
Vector3i a_SourcePos;
|
||||
unsigned char a_PowerLevel;
|
||||
};
|
||||
|
||||
struct sSimulatedPlayerToggleableList
|
||||
struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
|
||||
{
|
||||
Vector3i a_BlockPos;
|
||||
bool WasLastStatePowered;
|
||||
bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
|
||||
};
|
||||
|
||||
struct sRepeatersDelayList
|
||||
struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
|
||||
{
|
||||
Vector3i a_BlockPos;
|
||||
unsigned char a_DelayTicks;
|
||||
unsigned char a_ElapsedTicks;
|
||||
bool ShouldPowerOn;
|
||||
unsigned char a_DelayTicks; // For how many ticks should the repeater delay
|
||||
unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
|
||||
bool ShouldPowerOn; // What happens when the delay time is fulfilled?
|
||||
};
|
||||
|
||||
public:
|
||||
@ -132,13 +134,13 @@ private:
|
||||
|
||||
/* ====== Helper functions ====== */
|
||||
/** Marks a block as powered */
|
||||
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
|
||||
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = 15);
|
||||
/** Marks a block as being powered through another block */
|
||||
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
|
||||
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = 15);
|
||||
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
|
||||
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
|
||||
/** Marks the second block in a direction as linked powered */
|
||||
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
|
||||
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = 15);
|
||||
/** Marks all blocks immediately surrounding a coordinate as powered */
|
||||
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
|
||||
/** Queues a repeater to be powered or unpowered */
|
||||
@ -159,15 +161,14 @@ private:
|
||||
/** Returns if a piston is powered */
|
||||
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
|
||||
/** Returns if a wire is powered
|
||||
The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
|
||||
*/
|
||||
bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
|
||||
bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel);
|
||||
|
||||
|
||||
/** Returns if lever metadata marks it as emitting power */
|
||||
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
|
||||
inline bool IsLeverOn(NIBBLETYPE a_BlockMeta);
|
||||
/** Returns if button metadata marks it as emitting power */
|
||||
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
|
||||
inline bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
|
||||
/* ============================== */
|
||||
|
||||
/* ====== Misc Functions ====== */
|
||||
|
@ -108,6 +108,11 @@ public:
|
||||
return x == a_Rhs.x && y == a_Rhs.y && z == a_Rhs.z;
|
||||
}
|
||||
|
||||
inline bool operator == (const Vector3<T> & a_Rhs) const
|
||||
{
|
||||
return Equals(a_Rhs);
|
||||
}
|
||||
|
||||
inline bool operator < (const Vector3<T> & a_Rhs)
|
||||
{
|
||||
// return (x < a_Rhs.x) && (y < a_Rhs.y) && (z < a_Rhs.z); ?
|
||||
|
@ -574,7 +574,7 @@ void cWorld::Start(void)
|
||||
m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
|
||||
m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", true);
|
||||
m_ShouldLavaSpawnFire = IniFile.GetValueSetB("Physics", "ShouldLavaSpawnFire", true);
|
||||
int TNTShrapnelLevel = IniFile.GetValueSetI("Physics", "TNTShrapnelLevel", (int)slNone);
|
||||
int TNTShrapnelLevel = IniFile.GetValueSetI("Physics", "TNTShrapnelLevel", (int)slAll);
|
||||
m_bCommandBlocksEnabled = IniFile.GetValueSetB("Mechanics", "CommandBlocksEnabled", false);
|
||||
m_bEnabledPVP = IniFile.GetValueSetB("Mechanics", "PVPEnabled", true);
|
||||
m_bUseChatPrefixes = IniFile.GetValueSetB("Mechanics", "UseChatPrefixes", true);
|
||||
|
@ -231,7 +231,7 @@ void cFireworkItem::FadeColoursFromString(const AString & a_String, cFireworkIte
|
||||
|
||||
|
||||
|
||||
int cFireworkItem::GetVanillaColourCodeFromDye(short a_DyeMeta)
|
||||
int cFireworkItem::GetVanillaColourCodeFromDye(NIBBLETYPE a_DyeMeta)
|
||||
{
|
||||
/*
|
||||
Colours are supposed to be calculated via: R << 16 + G << 8 + B
|
||||
|
@ -81,7 +81,7 @@ public:
|
||||
static void FadeColoursFromString(const AString & a_String, cFireworkItem & a_FireworkItem);
|
||||
|
||||
/** Returns a colour code for fireworks used by the network code */
|
||||
static int GetVanillaColourCodeFromDye(short a_DyeMeta);
|
||||
static int GetVanillaColourCodeFromDye(NIBBLETYPE a_DyeMeta);
|
||||
|
||||
bool m_HasFlicker;
|
||||
bool m_HasTrail;
|
||||
|
Loading…
Reference in New Issue
Block a user