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Merge pull request #440 from mc-server/repeaterfixes

Fixed redstone wire and certain repeater scenarios
This commit is contained in:
Mattes D 2013-12-18 09:59:31 -08:00
commit acf90a2c1a
2 changed files with 79 additions and 86 deletions

View File

@ -90,7 +90,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
BLOCKTYPE DestBlockType;
if (
!a_Chunk->UnboundedRelGetBlock(RelX, itr->a_SourcePos.y, RelZ, SourceBlockType, SourceBlockMeta) ||
!a_Chunk->UnboundedRelGetBlockType(DestRelX, itr->a_SourcePos.y, DestRelZ, DestBlockType)
!a_Chunk->UnboundedRelGetBlockType(DestRelX, itr->a_BlockPos.y, DestRelZ, DestBlockType)
)
{
continue;
@ -562,109 +562,75 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
{
// We do this so that the repeater can continually update block power status (without being affected by it's own block type, which would happen if the block powering code was in an IF statement)
bool IsOn = false;
if (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON)
{
IsOn = true;
}
NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
// We do this so that the repeater can continually update block power status (without being affected by it's own block type, which would happen if the block powering code was in an IF statement)
bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false);
bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3);
if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on
{
if (!IsOn)
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, true);
}
else if (!IsSelfPowered && IsOn) // Queue a power change if I am not receiving power but on
{
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false);
}
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
bool ShouldCreate = true;
// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
continue;
}
if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
{
if (itr->ShouldPowerOn)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta);
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
case 0x0:
{
m_RepeatersDelayList.erase(itr);
ShouldCreate = false;
break; // Delay time reached, break straight out, and into the powering code
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
else
case 0x1:
{
itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
return;
SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x2:
{
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x3:
{
SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
}
}
if (ShouldCreate)
{
// 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.)
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
m_RepeatersDelayList.erase(itr);
return;
}
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
}
switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
case 0x0:
else
{
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x1:
{
SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x2:
{
SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
break;
}
case 0x3:
{
SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
break;
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
m_RepeatersDelayList.erase(itr);
return;
}
}
}
else
{
if (IsOn)
else
{
// If repeater is not off already (and is NOT POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
{
m_RepeatersDelayList.erase(itr);
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
return;
}
else
{
itr->a_ElapsedTicks++; // Increment elapsed ticks and quit
return;
}
}
}
// 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); // Repeaters power off slower than they power on, so no +1. Why? No idea.
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
itr->a_ElapsedTicks++;
return;
}
}
@ -1299,6 +1265,30 @@ void cRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a
void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn)
{
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
return;
}
}
// 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.)
RC.a_ElapsedTicks = 0;
RC.ShouldPowerOn = ShouldPowerOn;
m_RepeatersDelayList.push_back(RC);
return;
}
cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int Dir = REDSTONE_NONE;

View File

@ -62,6 +62,7 @@ private:
Vector3i a_BlockPos;
short a_DelayTicks;
short a_ElapsedTicks;
bool ShouldPowerOn;
};
typedef std::vector <sPoweredBlocks> PoweredBlocksList;
@ -127,6 +128,8 @@ private:
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
/// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
/// <summary>Queues a repeater to be powered or unpowered</summary>
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
/// <summary>Returns if a coordinate is powered or linked powered</summary>
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }