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Improved LinkedPowering speed

* Additionally fixed wires powering other wires through blocks
This commit is contained in:
Tiger Wang 2014-07-11 12:06:16 +01:00
parent 164ffe50ad
commit df65e8b7bb

View File

@ -1698,8 +1698,8 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
{
a_PowerLevel = 0;
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
{
@ -1716,6 +1716,14 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
BLOCKTYPE Type = E_BLOCK_AIR;
int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
{
continue;
}
a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
}
@ -1888,9 +1896,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList();
for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position
for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr)
{
if (
itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
@ -1903,7 +1911,8 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
}
}
for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
// No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
{
if (
itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
@ -1958,15 +1967,6 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
BLOCKTYPE DestBlock = 0;
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, DestBlock))
{
return;
}
if ((DestBlock == E_BLOCK_REDSTONE_WIRE) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE))
{
return;
}
if (!IsViableMiddleBlock(a_MiddleBlock))
{
return;