6c47f46c31
* Fixed recursive base unintentionally scheduling the origin position for an update because it called the wrong function
207 lines
5.7 KiB
C++
207 lines
5.7 KiB
C++
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#pragma once
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#include "RedstoneHandler.h"
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class cRedstoneWireHandler final : public cRedstoneHandler
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{
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public:
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inline static bool IsDirectlyConnectingMechanism(BLOCKTYPE a_Block, NIBBLETYPE a_BlockMeta, const Vector3i a_Offset)
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{
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switch (a_Block)
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{
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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{
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a_BlockMeta &= E_META_REDSTONE_REPEATER_FACING_MASK;
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if ((a_BlockMeta == E_META_REDSTONE_REPEATER_FACING_XP) || (a_BlockMeta == E_META_REDSTONE_REPEATER_FACING_XM))
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{
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// Wire connects to repeater if repeater is aligned along X
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// and wire is in front or behind it (#4639)
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return a_Offset.x != 0;
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}
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return a_Offset.z != 0;
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}
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_INACTIVE_COMPARATOR:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_WIRE: return true;
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default: return false;
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}
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}
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template <class OffsetCallback>
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static bool ForTerracingConnectionOffsets(cChunk & a_Chunk, const Vector3i a_Position, OffsetCallback Callback)
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{
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const auto YPTerraceBlock = a_Chunk.GetBlock(a_Position + OffsetYP);
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const bool IsYPTerracingBlocked = cBlockInfo::IsSolid(YPTerraceBlock) && !cBlockInfo::IsTransparent(YPTerraceBlock);
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for (const auto Adjacent : RelativeLaterals)
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{
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// All laterals are counted as terracing, duh
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if (Callback(Adjacent))
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{
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return true;
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}
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if (
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BLOCKTYPE YPBlock;
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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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a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent + OffsetYP, YPBlock) &&
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(YPBlock == E_BLOCK_REDSTONE_WIRE)
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)
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{
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if (Callback(Adjacent + OffsetYP))
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{
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return true;
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}
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}
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if (
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BLOCKTYPE YMTerraceBlock, YMDiagonalBlock;
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// IsYMTerracingBlocked (i.e. check block above lower terracing position, a.k.a. just the plain adjacent)
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a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent, YMTerraceBlock) &&
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(!cBlockInfo::IsSolid(YMTerraceBlock) || cBlockInfo::IsTransparent(YMTerraceBlock)) &&
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a_Chunk.UnboundedRelGetBlockType(a_Position + Adjacent + OffsetYM, YMDiagonalBlock) &&
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(YMDiagonalBlock == E_BLOCK_REDSTONE_WIRE)
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)
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{
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if (Callback(Adjacent + OffsetYM))
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{
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return true;
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}
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}
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}
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return false;
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}
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virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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{
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if (a_QueryPosition == (a_Position + OffsetYP))
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{
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// Wires do not power things above them
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return 0;
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}
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if (a_QueryBlockType == E_BLOCK_REDSTONE_WIRE)
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{
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// For mechanisms, wire of power one will still power them
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// But for wire-to-wire connections, power level decreases by 1
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return (a_Meta != 0) ? --a_Meta : a_Meta;
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}
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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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NIBBLETYPE QueryMeta;
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(a_QueryPosition == (a_Position + OffsetYM)) ||
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(a_Chunk.UnboundedRelGetBlockMeta(a_QueryPosition, QueryMeta) && IsDirectlyConnectingMechanism(a_QueryBlockType, QueryMeta, a_QueryPosition - a_Position))
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)
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{
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return a_Meta;
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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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bool FoundOneBorderingMechanism = false;
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if (
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ForTerracingConnectionOffsets(a_Chunk, a_Position, [&a_Chunk, a_Position, &FoundOneBorderingMechanism, &PotentialOffset](const Vector3i Offset)
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{
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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if (
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!a_Chunk.UnboundedRelGetBlock(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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return false;
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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 true;
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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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return false;
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})
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)
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{
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// Case 3
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return 0;
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}
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if (FoundOneBorderingMechanism && (a_QueryPosition != (a_Position + PotentialOffset)))
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{
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// Case 2 fail
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return 0;
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}
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// Case 1
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// Case 2 success
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return a_Meta;
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}
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virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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// LOGD("Evaluating dusty the wire (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel);
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if (a_Meta != a_PoweringData.PowerLevel)
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{
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a_Chunk.SetMeta(a_Position, a_PoweringData.PowerLevel);
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// Notify block below us to update:
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UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, a_Position + OffsetYM);
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// Notify all terracing positions:
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ForTerracingConnectionOffsets(a_Chunk, a_Position, [&a_Chunk, &CurrentlyTicking, a_Position](const Vector3i Offset)
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{
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UpdateAdjustedRelative(a_Chunk, CurrentlyTicking, a_Position + Offset);
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return false;
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});
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}
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}
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virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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{
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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Callback(a_Position + OffsetYP);
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Callback(a_Position + OffsetYM);
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ForTerracingConnectionOffsets(a_Chunk, a_Position, [&Callback, a_Position](const Vector3i Offset)
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{
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Callback(a_Position + Offset);
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return false;
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});
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}
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};
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