1
0

Merge pull request #454 from mc-server/repeaters

Fixed repeaters delay, maybe
This commit is contained in:
Mattes D 2013-12-21 02:57:29 -08:00
commit 8c02f2c8e1
3 changed files with 41 additions and 12 deletions

View File

@ -662,6 +662,7 @@ public:
g_BlockTransparent[E_BLOCK_CROPS] = true;
g_BlockTransparent[E_BLOCK_DANDELION] = true;
g_BlockTransparent[E_BLOCK_DETECTOR_RAIL] = true;
g_BlockTransparent[E_BLOCK_ENDER_CHEST] = true;
g_BlockTransparent[E_BLOCK_FENCE] = true;
g_BlockTransparent[E_BLOCK_FENCE_GATE] = true;
g_BlockTransparent[E_BLOCK_FIRE] = true;
@ -691,12 +692,14 @@ public:
g_BlockTransparent[E_BLOCK_STAINED_GLASS_PANE] = true;
g_BlockTransparent[E_BLOCK_STATIONARY_LAVA] = true;
g_BlockTransparent[E_BLOCK_STATIONARY_WATER] = true;
g_BlockTransparent[E_BLOCK_STONE_BUTTON] = true;
g_BlockTransparent[E_BLOCK_STONE_PRESSURE_PLATE] = true;
g_BlockTransparent[E_BLOCK_TALL_GRASS] = true;
g_BlockTransparent[E_BLOCK_TORCH] = true;
g_BlockTransparent[E_BLOCK_VINES] = true;
g_BlockTransparent[E_BLOCK_WALLSIGN] = true;
g_BlockTransparent[E_BLOCK_WATER] = true;
g_BlockTransparent[E_BLOCK_WOODEN_BUTTON] = true;
g_BlockTransparent[E_BLOCK_WOODEN_DOOR] = true;
g_BlockTransparent[E_BLOCK_WOODEN_PRESSURE_PLATE] = true;

View File

@ -234,6 +234,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break;
case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break;
case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break;
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
@ -611,7 +612,10 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{
if (itr->ShouldPowerOn)
{
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta);
if (!IsOn)
{
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
}
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
@ -646,8 +650,11 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
return;
}
else
{
if (IsOn)
{
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
}
m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating
return;
}
@ -814,6 +821,7 @@ void cRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BL
}
break;
}
default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
}
}
@ -887,6 +895,18 @@ void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_Block
void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ)
{
if (m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) > 10)
{
SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
}
}
bool cRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
@ -1298,7 +1318,7 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
}
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
itr->a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
itr->a_ElapsedTicks = 0;
itr->ShouldPowerOn = ShouldPowerOn;
return;
@ -1308,7 +1328,12 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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.)
// 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
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
RC.a_ElapsedTicks = 0;
RC.ShouldPowerOn = ShouldPowerOn;
m_RepeatersDelayList.push_back(RC);

View File

@ -115,6 +115,8 @@ private:
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
/// <summary>Handles noteblocks</summary>
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/// <summary>Handles noteblocks</summary>
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
/* ===================== */
/* ====== Helper functions ====== */
@ -164,13 +166,11 @@ private:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_DAYLIGHT_SENSOR:
{
return false;
}
default:
{
return true;
}
default: return true;
}
}
@ -208,6 +208,7 @@ private:
{
switch (Block)
{
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_REDSTONE_WIRE: