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Add some comments about terracing

This commit is contained in:
Tiger Wang 2020-05-07 21:21:57 +01:00
parent 6ac11925f1
commit a9e06d33c5

View File

@ -42,20 +42,22 @@ public:
cVector3iArray GetTerracingConnectionOffsets(cWorld & a_World, const Vector3i a_Position) const
{
cVector3iArray RelativePositions;
auto YPTerraceBlock = a_World.GetBlock(a_Position + OffsetYP());
bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
auto RelativePositions = GetRelativeLaterals();
const auto YPTerraceBlock = a_World.GetBlock(a_Position + OffsetYP());
const bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
for (const auto & Adjacent : GetRelativeLaterals())
{
if (
// A block above us blocks all YP terracing, so the check is static in the loop
!IsYPTerracingBlocked &&
(a_World.GetBlock(a_Position + Adjacent + OffsetYP()) == E_BLOCK_REDSTONE_WIRE)
)
)
{
RelativePositions.emplace_back(Adjacent + OffsetYP());
}
auto YMTerraceBlock = a_World.GetBlock(a_Position + Adjacent);
const auto YMTerraceBlock = a_World.GetBlock(a_Position + Adjacent);
if (
// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
(!cBlockInfo::IsSolid(YMTerraceBlock) || cBlockInfo::IsTransparent(YMTerraceBlock)) &&
@ -83,31 +85,55 @@ public:
a_Meta++;
}
if ((a_QueryPosition != (a_Position + OffsetYM())) && !IsDirectlyConnectingMechanism( a_QueryBlockType, a_Meta, a_QueryPosition - a_Position))
// Wires always deliver power to the block underneath, and any directly connecting mechanisms
if (
(a_QueryPosition != (a_Position + OffsetYM())) &&
!IsDirectlyConnectingMechanism(a_QueryBlockType, a_World.GetBlockMeta(a_QueryPosition), a_QueryPosition - a_Position)
)
{
/*
Okay, we do not directly connect to the wire.
If there are no DC mechanisms at all, the wire powers all laterals. Great, we fall out the loop.
If there is one DC mechanism, the wire "goes straight" along the axis of the wire and mechanism.
The only possible way for us to be powered is for us to be on the opposite end, with the wire pointing towards us.
If there is more than one DC, no non-DCs are powered.
*/
Vector3i PotentialOffset;
bool FoundOneBorderingMechanism = false;
for (const auto & Offset : StaticAppend(GetRelativeLaterals(), GetTerracingConnectionOffsets(a_World, a_Position)))
for (const auto & Offset : GetTerracingConnectionOffsets(a_World, a_Position))
{
if (IsDirectlyConnectingMechanism(a_World.GetBlock(Offset + a_Position), a_Meta, Offset))
BLOCKTYPE Block;
NIBBLETYPE Meta;
if (
!a_World.GetBlockTypeMeta(Offset + a_Position, Block, Meta) ||
!IsDirectlyConnectingMechanism(Block, Meta, Offset)
)
{
if (FoundOneBorderingMechanism)
{
return 0;
}
else
{
FoundOneBorderingMechanism = true;
PotentialOffset = { -Offset.x, 0, -Offset.z };
}
continue;
}
if (FoundOneBorderingMechanism)
{
// Case 3
return 0;
}
// Potential case 2
FoundOneBorderingMechanism = true;
PotentialOffset = { -Offset.x, 0, -Offset.z };
}
if (FoundOneBorderingMechanism && (a_QueryPosition != (a_Position + PotentialOffset)))
{
// Case 2 fail
return 0;
}
// Case 1
// Case 2 success
}
return (a_Meta != 0) ? --a_Meta : a_Meta;