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New pull request for daylight sensor (#5066)

* Fixes #4918

Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
This commit is contained in:
Aiden Neill 2020-12-18 18:42:34 -07:00 committed by GitHub
parent 7fbe4a0126
commit a7e9f88ff3
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 184 additions and 54 deletions

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@ -0,0 +1,54 @@
#pragma once
#include "BlockHandler.h"
class cBlockDaylightSensorHandler final :
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
virtual bool OnUse(
cChunkInterface & a_ChunkInterface,
cWorldInterface & a_WorldInterface,
cPlayer & a_Player,
const Vector3i a_BlockPos,
eBlockFace a_BlockFace,
const Vector3i a_CursorPos
) const override
{
if (a_ChunkInterface.GetBlock(a_BlockPos) == E_BLOCK_DAYLIGHT_SENSOR)
{
a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_INVERTED_DAYLIGHT_SENSOR, 0);
}
else
{
a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_DAYLIGHT_SENSOR, 0);
}
return true;
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const override
{
// Always drop the regular daylight sensor:
return { E_BLOCK_DAYLIGHT_SENSOR };
}
virtual bool IsUseable(void) const override
{
return true;
}
};

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@ -24,6 +24,7 @@
#include "BlockComparator.h"
#include "BlockConcretePowder.h"
#include "BlockCrops.h"
#include "BlockDaylightSensor.h"
#include "BlockDeadBush.h"
#include "BlockDefaultBlock.h"
#include "BlockDirt.h"
@ -250,7 +251,7 @@ namespace
constexpr cBlockFenceGateHandler BlockDarkOakFenceGateHandler (E_BLOCK_DARK_OAK_FENCE_GATE);
constexpr cBlockFenceHandler BlockDarkOakFenceHandler (E_BLOCK_DARK_OAK_FENCE);
constexpr cBlockStairsHandler BlockDarkOakWoodStairsHandler (E_BLOCK_DARK_OAK_WOOD_STAIRS);
constexpr cDefaultBlockHandler BlockDaylightSensorHandler (E_BLOCK_DAYLIGHT_SENSOR);
constexpr cBlockDaylightSensorHandler BlockDaylightSensorHandler (E_BLOCK_DAYLIGHT_SENSOR);
constexpr cBlockDeadBushHandler BlockDeadBushHandler (E_BLOCK_DEAD_BUSH);
constexpr cBlockRailHandler BlockDetectorRailHandler (E_BLOCK_DETECTOR_RAIL);
constexpr cDefaultBlockHandler BlockDiamondBlockHandler (E_BLOCK_DIAMOND_BLOCK);

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@ -26,6 +26,7 @@ target_sources(
BlockComparator.h
BlockConcretePowder.h
BlockCrops.h
BlockDaylightSensor.h
BlockDeadBush.h
BlockDefaultBlock.h
BlockDirt.h

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@ -6,6 +6,7 @@ target_sources(
RedstoneHandler.cpp
CommandBlockHandler.h
DaylightSensorHandler.h
DoorHandler.h
DropSpenserHandler.h
ForEachSourceCallback.h

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@ -0,0 +1,66 @@
#pragma once
#include "World.h"
namespace DaylightSensorHandler
{
inline PowerLevel GetPowerLevel(const cChunk & a_Chunk, const Vector3i a_Position)
{
if (a_Chunk.GetBlock(a_Position) == E_BLOCK_INVERTED_DAYLIGHT_SENSOR)
{
// Inverted sensor directly returns darkened skylight, no fancy tricks:
return 15 - a_Chunk.GetSkyLightAltered(a_Position);
}
// The [0, 1) proportion of the current day that has elapsed.
const auto ProportionOfDay = a_Chunk.GetWorld()->GetTimeOfDay() * (static_cast<float>(M_PI) / 12000.f);
// The curved value of darkened skylight, with outputs somewhat similar to Vanilla.
const auto RawOutput = a_Chunk.GetSkyLightAltered(a_Position) * (0.6f * std::sin(ProportionOfDay) + 0.5f);
// Saturate the amplified sine curve at 0 and 15:
return static_cast<PowerLevel>(std::clamp(RawOutput, 0.f, 15.f));
}
inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
{
UNUSED(a_Chunk);
UNUSED(a_BlockType);
UNUSED(a_QueryPosition);
// Daylight sensors only output to immediately surrounding blocks:
return IsLinked ? 0 : a_Chunk.GetMeta(a_Position);
}
inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
{
// LOGD("Evaluating Darryl the daylight sensor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
// We don't need to update the daylight sensor often:
DataForChunk(a_Chunk).m_MechanismDelays[a_Position] = std::make_pair(10, bool());
// What the sensor should output according to the time-power function.
const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position);
// Only update the output if the power level has changed:
if (PowerLevel != a_Meta)
{
a_Chunk.SetMeta(a_Position, PowerLevel);
UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
}
}
inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
{
UNUSED(a_Chunk);
UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_Meta);
UNUSED(Callback);
}
};

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@ -91,9 +91,11 @@ bool ForEachSourceCallback::ShouldQueryLinkedPosition(const BLOCKTYPE Block)
{
switch (Block)
{
// Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.)
// Normally we don't ask solid blocks for power because they don't have any (stone, dirt, etc.)
// However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_OBSERVER:
case E_BLOCK_TRAPPED_CHEST: return false;

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@ -25,6 +25,7 @@ private:
switch (a_Block) // Call the appropriate simulator for the entry's block type
{
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
@ -58,6 +59,7 @@ private:
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_HOPPER:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_IRON_DOOR:
case E_BLOCK_IRON_TRAPDOOR:
case E_BLOCK_JUNGLE_DOOR:

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@ -6,6 +6,7 @@
#include "ForEachSourceCallback.h"
#include "CommandBlockHandler.h"
#include "DaylightSensorHandler.h"
#include "DoorHandler.h"
#include "RedstoneTorchHandler.h"
#include "RedstoneWireHandler.h"
@ -30,58 +31,60 @@
#define INVOKE_FOR_HANDLERS(Callback) \
do \
{ \
switch (BlockType) \
{ \
case E_BLOCK_ACTIVATOR_RAIL: \
case E_BLOCK_DETECTOR_RAIL: \
case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \
case E_BLOCK_ACTIVE_COMPARATOR: \
case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \
case E_BLOCK_DISPENSER: \
case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: \
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: \
case E_BLOCK_STONE_PRESSURE_PLATE: \
case E_BLOCK_WOODEN_PRESSURE_PLATE: return PressurePlateHandler::Callback; \
case E_BLOCK_ACACIA_FENCE_GATE: \
case E_BLOCK_BIRCH_FENCE_GATE: \
case E_BLOCK_DARK_OAK_FENCE_GATE: \
case E_BLOCK_FENCE_GATE: \
case E_BLOCK_IRON_TRAPDOOR: \
case E_BLOCK_JUNGLE_FENCE_GATE: \
case E_BLOCK_SPRUCE_FENCE_GATE: \
case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \
case E_BLOCK_REDSTONE_LAMP_OFF: \
case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \
case E_BLOCK_REDSTONE_REPEATER_OFF: \
case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \
case E_BLOCK_REDSTONE_TORCH_OFF: \
case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \
case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \
case E_BLOCK_PISTON: \
case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \
case E_BLOCK_LEVER: \
case E_BLOCK_STONE_BUTTON: \
case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \
case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \
case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \
case E_BLOCK_HOPPER: return HopperHandler::Callback; \
case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \
case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \
case E_BLOCK_TNT: return TNTHandler::Callback; \
case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \
case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \
default: \
{ \
if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \
{ \
return DoorHandler::Callback; \
} \
} \
} \
#define INVOKE_FOR_HANDLERS(Callback) \
do \
{ \
switch (BlockType) \
{ \
case E_BLOCK_ACTIVATOR_RAIL: \
case E_BLOCK_DETECTOR_RAIL: \
case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \
case E_BLOCK_ACTIVE_COMPARATOR: \
case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \
case E_BLOCK_DISPENSER: \
case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: \
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: \
case E_BLOCK_STONE_PRESSURE_PLATE: \
case E_BLOCK_WOODEN_PRESSURE_PLATE: return PressurePlateHandler::Callback; \
case E_BLOCK_ACACIA_FENCE_GATE: \
case E_BLOCK_BIRCH_FENCE_GATE: \
case E_BLOCK_DARK_OAK_FENCE_GATE: \
case E_BLOCK_FENCE_GATE: \
case E_BLOCK_IRON_TRAPDOOR: \
case E_BLOCK_JUNGLE_FENCE_GATE: \
case E_BLOCK_SPRUCE_FENCE_GATE: \
case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \
case E_BLOCK_REDSTONE_LAMP_OFF: \
case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \
case E_BLOCK_REDSTONE_REPEATER_OFF: \
case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \
case E_BLOCK_REDSTONE_TORCH_OFF: \
case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \
case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \
case E_BLOCK_PISTON: \
case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \
case E_BLOCK_DAYLIGHT_SENSOR: \
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: return DaylightSensorHandler::Callback; \
case E_BLOCK_LEVER: \
case E_BLOCK_STONE_BUTTON: \
case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \
case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \
case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \
case E_BLOCK_HOPPER: return HopperHandler::Callback; \
case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \
case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \
case E_BLOCK_TNT: return TNTHandler::Callback; \
case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \
case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \
default: \
{ \
if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \
{ \
return DoorHandler::Callback; \
} \
} \
} \
} while (false)