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