New pull request for daylight sensor (#5066)
* Fixes #4918 Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
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src/Blocks/BlockDaylightSensor.h
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54
src/Blocks/BlockDaylightSensor.h
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@ -0,0 +1,54 @@
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#pragma once
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#include "BlockHandler.h"
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class cBlockDaylightSensorHandler final :
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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using Super::Super;
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private:
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virtual bool OnUse(
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cChunkInterface & a_ChunkInterface,
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cWorldInterface & a_WorldInterface,
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cPlayer & a_Player,
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const Vector3i a_BlockPos,
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eBlockFace a_BlockFace,
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const Vector3i a_CursorPos
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) const override
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{
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if (a_ChunkInterface.GetBlock(a_BlockPos) == E_BLOCK_DAYLIGHT_SENSOR)
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{
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a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_INVERTED_DAYLIGHT_SENSOR, 0);
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}
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else
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{
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a_ChunkInterface.SetBlock(a_BlockPos, E_BLOCK_DAYLIGHT_SENSOR, 0);
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}
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return true;
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const override
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{
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// Always drop the regular daylight sensor:
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return { E_BLOCK_DAYLIGHT_SENSOR };
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}
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virtual bool IsUseable(void) const override
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{
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return true;
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}
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};
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@ -24,6 +24,7 @@
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#include "BlockComparator.h"
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#include "BlockConcretePowder.h"
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#include "BlockCrops.h"
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#include "BlockDaylightSensor.h"
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#include "BlockDeadBush.h"
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#include "BlockDefaultBlock.h"
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#include "BlockDirt.h"
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@ -250,7 +251,7 @@ namespace
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constexpr cBlockFenceGateHandler BlockDarkOakFenceGateHandler (E_BLOCK_DARK_OAK_FENCE_GATE);
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constexpr cBlockFenceHandler BlockDarkOakFenceHandler (E_BLOCK_DARK_OAK_FENCE);
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constexpr cBlockStairsHandler BlockDarkOakWoodStairsHandler (E_BLOCK_DARK_OAK_WOOD_STAIRS);
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constexpr cDefaultBlockHandler BlockDaylightSensorHandler (E_BLOCK_DAYLIGHT_SENSOR);
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constexpr cBlockDaylightSensorHandler BlockDaylightSensorHandler (E_BLOCK_DAYLIGHT_SENSOR);
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constexpr cBlockDeadBushHandler BlockDeadBushHandler (E_BLOCK_DEAD_BUSH);
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constexpr cBlockRailHandler BlockDetectorRailHandler (E_BLOCK_DETECTOR_RAIL);
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constexpr cDefaultBlockHandler BlockDiamondBlockHandler (E_BLOCK_DIAMOND_BLOCK);
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@ -26,6 +26,7 @@ target_sources(
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BlockComparator.h
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BlockConcretePowder.h
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BlockCrops.h
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BlockDaylightSensor.h
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BlockDeadBush.h
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BlockDefaultBlock.h
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BlockDirt.h
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@ -6,6 +6,7 @@ target_sources(
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RedstoneHandler.cpp
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CommandBlockHandler.h
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DaylightSensorHandler.h
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DoorHandler.h
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DropSpenserHandler.h
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ForEachSourceCallback.h
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@ -0,0 +1,66 @@
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#pragma once
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#include "World.h"
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namespace DaylightSensorHandler
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{
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inline PowerLevel GetPowerLevel(const cChunk & a_Chunk, const Vector3i a_Position)
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{
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if (a_Chunk.GetBlock(a_Position) == E_BLOCK_INVERTED_DAYLIGHT_SENSOR)
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{
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// Inverted sensor directly returns darkened skylight, no fancy tricks:
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return 15 - a_Chunk.GetSkyLightAltered(a_Position);
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}
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// The [0, 1) proportion of the current day that has elapsed.
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const auto ProportionOfDay = a_Chunk.GetWorld()->GetTimeOfDay() * (static_cast<float>(M_PI) / 12000.f);
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// The curved value of darkened skylight, with outputs somewhat similar to Vanilla.
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const auto RawOutput = a_Chunk.GetSkyLightAltered(a_Position) * (0.6f * std::sin(ProportionOfDay) + 0.5f);
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// Saturate the amplified sine curve at 0 and 15:
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return static_cast<PowerLevel>(std::clamp(RawOutput, 0.f, 15.f));
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}
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inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
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{
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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UNUSED(a_QueryPosition);
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// Daylight sensors only output to immediately surrounding blocks:
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return IsLinked ? 0 : a_Chunk.GetMeta(a_Position);
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}
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inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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{
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// LOGD("Evaluating Darryl the daylight sensor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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// We don't need to update the daylight sensor often:
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DataForChunk(a_Chunk).m_MechanismDelays[a_Position] = std::make_pair(10, bool());
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// What the sensor should output according to the time-power function.
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const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position);
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// Only update the output if the power level has changed:
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if (PowerLevel != a_Meta)
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{
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a_Chunk.SetMeta(a_Position, PowerLevel);
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UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents);
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}
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}
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inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
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{
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UNUSED(a_Chunk);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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UNUSED(Callback);
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}
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};
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@ -91,9 +91,11 @@ bool ForEachSourceCallback::ShouldQueryLinkedPosition(const BLOCKTYPE Block)
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{
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switch (Block)
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{
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// Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.)
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// Normally we don't ask solid blocks for power because they don't have any (stone, dirt, etc.)
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// However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
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case E_BLOCK_OBSERVER:
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case E_BLOCK_TRAPPED_CHEST: return false;
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@ -25,6 +25,7 @@ private:
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switch (a_Block) // Call the appropriate simulator for the entry's block type
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{
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case E_BLOCK_DAYLIGHT_SENSOR:
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case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
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case E_BLOCK_TRIPWIRE_HOOK:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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@ -58,6 +59,7 @@ private:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_JUNGLE_DOOR:
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#include "ForEachSourceCallback.h"
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#include "CommandBlockHandler.h"
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#include "DaylightSensorHandler.h"
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#include "DoorHandler.h"
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#include "RedstoneTorchHandler.h"
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#include "RedstoneWireHandler.h"
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@ -63,6 +64,8 @@
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case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \
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case E_BLOCK_PISTON: \
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case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \
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case E_BLOCK_DAYLIGHT_SENSOR: \
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case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: return DaylightSensorHandler::Callback; \
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case E_BLOCK_LEVER: \
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case E_BLOCK_STONE_BUTTON: \
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case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \
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