2a9664d6ca
also refactored cWorld::m_WorldAge and cWorld::m_TimeOfDay
2260 lines
72 KiB
C++
2260 lines
72 KiB
C++
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#include "Globals.h"
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#include "BlockEntities/ChestEntity.h"
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typedef cItemCallback<cChestEntity> cChestCallback;
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#include "Chunk.h"
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#include "World.h"
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#include "Blocks/GetHandlerCompileTimeTemplate.h"
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#include "Blocks/BlockTorch.h"
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#include "Blocks/BlockLever.h"
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#include "Blocks/BlockButton.h"
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#include "Blocks/BlockTripwireHook.h"
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#include "Blocks/BlockDoor.h"
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#include "Blocks/BlockPiston.h"
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#include "IncrementalRedstoneSimulator.h"
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#include "BoundingBox.h"
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#include "Blocks/ChunkInterface.h"
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#include "RedstoneSimulator.h"
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void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
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{
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if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
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{
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return;
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}
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else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
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{
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return;
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}
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// We may be called with coordinates in a chunk that is not the first chunk parameter
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// In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
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// Use that Chunk pointer to get a relative position
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int RelX = 0;
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int RelZ = 0;
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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if (a_OtherChunk != nullptr)
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{
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RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
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RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
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a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
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// If a_OtherChunk is passed (not nullptr), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
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// Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
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a_Chunk->SetIsRedstoneDirty(true);
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}
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else
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{
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RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
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}
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// Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
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// Checking only when a block is changed, as opposed to every tick, also improves performance
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if (
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!IsPotentialSource(Block) ||
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(
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// Changeable sources
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((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
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((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
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((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) ||
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(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
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((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0))
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)
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)
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{
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SetSourceUnpowered(RelX, a_BlockY, RelZ, a_OtherChunk != nullptr ? a_OtherChunk : a_Chunk);
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}
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if (!IsViableMiddleBlock(Block))
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{
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SetInvalidMiddleBlock(RelX, a_BlockY, RelZ, a_OtherChunk != nullptr ? a_OtherChunk : a_Chunk);
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}
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auto & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks;
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SimulatedPlayerToggleableBlocks.erase(std::remove_if(SimulatedPlayerToggleableBlocks.begin(), SimulatedPlayerToggleableBlocks.end(), [RelX, a_BlockY, RelZ, Block, this](const sSimulatedPlayerToggleableList & itr)
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{
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return itr.a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)) && !IsAllowedBlock(Block);
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}
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), SimulatedPlayerToggleableBlocks.end());
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auto & RepeatersDelayList = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList;
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RepeatersDelayList.erase(std::remove_if(RepeatersDelayList.begin(), RepeatersDelayList.end(), [RelX, a_BlockY, RelZ, Block](const sRepeatersDelayList & itr)
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{
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return itr.a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)) && (Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF);
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}
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), RepeatersDelayList.end());
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if (a_OtherChunk != nullptr)
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{
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// DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
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return;
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}
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cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData;
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for (auto & itr : RedstoneSimulatorChunkData)
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{
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if ((itr.x == RelX) && (itr.y == a_BlockY) && (itr.z == RelZ)) // We are at an entry matching the current (changed) block
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{
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if (!IsAllowedBlock(Block))
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{
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itr.DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list
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}
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else
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{
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itr.DataTwo = false;
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itr.Data = Block; // Update block information
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}
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return;
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}
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}
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if (!IsAllowedBlock(Block))
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{
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return;
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}
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cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData;
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for (const auto & itr : QueuedData)
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{
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if ((itr.x == RelX) && (itr.y == a_BlockY) && (itr.z == RelZ))
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{
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// Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
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return;
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}
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}
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QueuedData.emplace_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
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}
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void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
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if (m_RedstoneSimulatorChunkData == nullptr)
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{
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m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData();
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a_Chunk->SetRedstoneSimulatorData(m_RedstoneSimulatorChunkData);
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}
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if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty())
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{
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return;
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}
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m_RedstoneSimulatorChunkData->m_ChunkData.insert(
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m_RedstoneSimulatorChunkData->m_ChunkData.end(),
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m_RedstoneSimulatorChunkData->m_QueuedChunkData.begin(),
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m_RedstoneSimulatorChunkData->m_QueuedChunkData.end()
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);
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m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear();
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m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks;
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m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList;
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m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks;
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m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks;
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m_Chunk = a_Chunk;
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bool ShouldUpdateSimulateOnceBlocks = false;
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if (a_Chunk->IsRedstoneDirty())
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{
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// Simulate the majority of devices only if something (blockwise or power-wise) has changed
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// Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
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a_Chunk->SetIsRedstoneDirty(false);
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ShouldUpdateSimulateOnceBlocks = true;
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}
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HandleRedstoneRepeaterDelays();
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for (auto dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();)
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{
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if (dataitr->DataTwo)
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{
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dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr);
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continue;
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}
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switch (dataitr->Data)
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{
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case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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{
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HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
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break;
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}
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default: break;
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}
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if (ShouldUpdateSimulateOnceBlocks)
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{
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switch (dataitr->Data)
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{
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case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_POWERED_RAIL:
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{
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HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
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break;
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}
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case E_BLOCK_ACACIA_DOOR:
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case E_BLOCK_BIRCH_DOOR:
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case E_BLOCK_DARK_OAK_DOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_SPRUCE_DOOR:
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_IRON_DOOR:
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{
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HandleDoor(dataitr->x, dataitr->y, dataitr->z);
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break;
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}
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case E_BLOCK_ACACIA_FENCE_GATE:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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{
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HandleFenceGate(dataitr->x, dataitr->y, dataitr->z);
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break;
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}
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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{
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HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
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break;
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}
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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{
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HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
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break;
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}
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON:
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{
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HandlePiston(dataitr->x, dataitr->y, dataitr->z);
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break;
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}
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
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break;
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}
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
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break;
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}
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_WOODEN_BUTTON:
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{
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HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
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break;
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}
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default: break;
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}
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}
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++dataitr;
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}
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}
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void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
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{
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// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
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AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
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// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
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// RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
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RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
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return;
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}
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// Not on boundary, just alert this chunk for speed
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AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
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}
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void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
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{
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static const struct // Define which directions the torch can power
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{
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0 },
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{ -1, 0, 0 },
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{ 0, 0, 1 },
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{ 0, 0, -1 },
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{ 0, 1, 0 },
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};
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if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON)
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{
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// Check if the block the torch is on is powered
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int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
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AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
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cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
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if ((Neighbour == nullptr) || !Neighbour->IsValid())
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{
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return;
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}
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if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
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{
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// There was a match, torch goes off
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m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
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return;
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}
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// Torch still on, make all 4(X, Z) + 1(Y) sides powered
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for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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BLOCKTYPE Type = 0;
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if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
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{
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continue;
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}
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if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
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{
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if (
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IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc.
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(!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
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)
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{
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SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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}
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}
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else
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{
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// Top side, power whatever is there, including blocks
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SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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// Power all blocks surrounding block above torch
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP);
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}
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}
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if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
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{
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BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
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if (IsMechanism(Type)) // Still can't make a normal block powered though!
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{
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SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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}
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}
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}
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else
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{
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// Check if the block the torch is on is powered
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int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
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AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
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cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
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if ((Neighbour == nullptr) || !Neighbour->IsValid())
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{
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return;
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}
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// See if off state torch can be turned on again
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if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
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{
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return; // Something matches, torch still powered
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}
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// Block torch on not powered, can be turned on again!
|
|
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
if (IsLeverOn(Meta))
|
|
{
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
|
|
eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_LEVER>::type::BlockMetaDataToBlockFace(Meta);
|
|
|
|
Dir = ReverseBlockFace(Dir);
|
|
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
|
|
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
|
|
{
|
|
if ((MetaData & 0x4) == 0)
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4);
|
|
m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
|
|
}
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
|
|
{
|
|
if ((MetaData & 0x4) != 0)
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04);
|
|
m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
|
|
}
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
if (IsButtonOn(Meta))
|
|
{
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
|
|
eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_STONE_BUTTON>::type::BlockMetaDataToBlockFace(Meta);
|
|
Dir = ReverseBlockFace(Dir);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
static const struct // Define which directions the wire can receive power from
|
|
{
|
|
int x, y, z;
|
|
} gCrossCoords[] =
|
|
{
|
|
{ 1, 0, 0 }, /* Wires on same level start */
|
|
{ -1, 0, 0 },
|
|
{ 0, 0, 1 },
|
|
{ 0, 0, -1 }, /* Wires on same level stop */
|
|
{ 1, 1, 0 }, /* Wires one higher, surrounding self start */
|
|
{ -1, 1, 0 },
|
|
{ 0, 1, 1 },
|
|
{ 0, 1, -1 }, /* Wires one higher, surrounding self stop */
|
|
{ 1, -1, 0 }, /* Wires one lower, surrounding self start */
|
|
{ -1, -1, 0 },
|
|
{ 0, -1, 1 },
|
|
{ 0, -1, -1 }, /* Wires one lower, surrounding self stop */
|
|
};
|
|
|
|
static const struct // Define which directions the wire will check for repeater prescence
|
|
{
|
|
int x, y, z;
|
|
} gSideCoords[] =
|
|
{
|
|
{ 1, 0, 0 },
|
|
{ -1, 0, 0 },
|
|
{ 0, 0, 1 },
|
|
{ 0, 0, -1 },
|
|
{ 0, 1, 0 },
|
|
};
|
|
|
|
// Check to see if directly beside a power source
|
|
unsigned char MyPower;
|
|
if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
|
|
return;
|
|
}
|
|
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
|
|
if (MyPower < 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
MyPower--;
|
|
|
|
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
|
|
{
|
|
if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
|
|
{
|
|
BLOCKTYPE Type = 0;
|
|
if (a_RelBlockY + 1 >= cChunkDef::Height)
|
|
{
|
|
continue;
|
|
}
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
|
|
{
|
|
continue;
|
|
}
|
|
if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)...
|
|
{
|
|
continue; // We don't receive power from that wire
|
|
}
|
|
}
|
|
else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
|
|
{
|
|
BLOCKTYPE Type = 0;
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
|
|
{
|
|
continue;
|
|
}
|
|
if (cBlockInfo::IsSolid(Type))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
BLOCKTYPE Type = 0;
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
|
|
{
|
|
continue;
|
|
}
|
|
if (Type == E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
|
|
{
|
|
BLOCKTYPE Type = 0;
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
|
|
{
|
|
continue;
|
|
}
|
|
if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
|
|
{
|
|
SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
}
|
|
}
|
|
|
|
// Wire still powered, power blocks beneath
|
|
SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower);
|
|
|
|
switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
case REDSTONE_NONE:
|
|
{
|
|
SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
|
|
break;
|
|
}
|
|
case REDSTONE_X_POS:
|
|
{
|
|
SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
|
|
break;
|
|
}
|
|
case REDSTONE_X_NEG:
|
|
{
|
|
SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
|
|
break;
|
|
}
|
|
case REDSTONE_Z_POS:
|
|
{
|
|
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
|
|
break;
|
|
}
|
|
case REDSTONE_Z_NEG:
|
|
{
|
|
SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
|
|
{
|
|
/* Repeater Orientation Mini Guide:
|
|
===================================
|
|
|
|
|
|
|
| Z Axis
|
|
V
|
|
|
|
X Axis ---->
|
|
|
|
Repeater directions, values from a WorldType::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup:
|
|
|
|
East (Right) (X+): 0x1
|
|
West (Left) (X-): 0x3
|
|
North (Up) (Z-): 0x2
|
|
South (Down) (Z+): 0x0
|
|
// TODO: Add E_META_XXX enum entries for all meta values and update project with them
|
|
|
|
Sun rises from East (X+)
|
|
|
|
*/
|
|
|
|
// Create a variable holding my meta to avoid multiple lookups.
|
|
NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
|
|
|
|
if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
|
|
{
|
|
bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
|
|
if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
|
|
{
|
|
QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
|
|
}
|
|
else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
|
|
{
|
|
QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
|
|
{
|
|
for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
|
|
{
|
|
if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
|
|
{
|
|
int RelBlockX = itr->a_RelBlockPos.x;
|
|
int RelBlockY = itr->a_RelBlockPos.y;
|
|
int RelBlockZ = itr->a_RelBlockPos.z;
|
|
BLOCKTYPE Block;
|
|
NIBBLETYPE Meta;
|
|
m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
|
|
if (itr->ShouldPowerOn)
|
|
{
|
|
if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
|
|
{
|
|
m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
|
|
}
|
|
|
|
switch (Meta & 0x3) // We only want the direction (bottom) bits
|
|
{
|
|
case 0x0:
|
|
{
|
|
SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
|
|
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
|
|
break;
|
|
}
|
|
case 0x1:
|
|
{
|
|
SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
|
|
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
|
|
break;
|
|
}
|
|
case 0x2:
|
|
{
|
|
SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
|
|
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
|
|
break;
|
|
}
|
|
case 0x3:
|
|
{
|
|
SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
|
|
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
|
|
{
|
|
m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
|
|
}
|
|
itr = m_RepeatersDelayList->erase(itr);
|
|
}
|
|
else
|
|
{
|
|
LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
|
|
itr->a_ElapsedTicks++;
|
|
itr++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
|
|
if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
|
|
{
|
|
GetHandlerCompileTime<E_BLOCK_PISTON>::type::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
|
|
}
|
|
else
|
|
{
|
|
GetHandlerCompileTime<E_BLOCK_PISTON>::type::RetractPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
class cSetPowerToDropSpenser :
|
|
public cRedstonePoweredCallback
|
|
{
|
|
bool m_IsPowered;
|
|
public:
|
|
cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
|
|
|
|
virtual bool Item(cRedstonePoweredEntity * a_DropSpenser) override
|
|
{
|
|
a_DropSpenser->SetRedstonePower(m_IsPowered);
|
|
return false;
|
|
}
|
|
} DrSpSP(AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
|
|
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, DrSpSP);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
|
|
{
|
|
if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
|
|
{
|
|
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
|
|
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f);
|
|
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
|
|
this->m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
|
|
typedef GetHandlerCompileTime<E_BLOCK_WOODEN_DOOR>::type DoorHandler;
|
|
|
|
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
|
|
{
|
|
cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
|
|
if (!DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
|
|
{
|
|
DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
|
|
m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
|
|
}
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
|
|
{
|
|
cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
|
|
if (DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
|
|
{
|
|
DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
|
|
m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
|
|
}
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
class cSetPowerToCommandBlock :
|
|
public cRedstonePoweredCallback
|
|
{
|
|
bool m_IsPowered;
|
|
public:
|
|
cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
|
|
|
|
virtual bool Item(cRedstonePoweredEntity * a_CommandBlock) override
|
|
{
|
|
a_CommandBlock->SetRedstonePower(m_IsPowered);
|
|
return false;
|
|
}
|
|
} CmdBlockSP(AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
|
|
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
|
|
{
|
|
switch (a_MyType)
|
|
{
|
|
case E_BLOCK_DETECTOR_RAIL:
|
|
{
|
|
if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08)
|
|
{
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType);
|
|
}
|
|
break;
|
|
}
|
|
case E_BLOCK_ACTIVATOR_RAIL:
|
|
case E_BLOCK_POWERED_RAIL:
|
|
{
|
|
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08);
|
|
}
|
|
else
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07);
|
|
}
|
|
break;
|
|
}
|
|
default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
|
|
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
|
|
{
|
|
this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true);
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
|
|
{
|
|
this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false);
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
|
|
if (m_bAreCoordsPowered)
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
|
|
{
|
|
class cSetPowerToNoteBlock :
|
|
public cRedstonePoweredCallback
|
|
{
|
|
public:
|
|
cSetPowerToNoteBlock() {}
|
|
|
|
virtual bool Item(cRedstonePoweredEntity * a_NoteBlock) override
|
|
{
|
|
a_NoteBlock->SetRedstonePower(true);
|
|
return false;
|
|
}
|
|
} NoteBlockSP;
|
|
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP);
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
|
|
{
|
|
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
int ChunkX, ChunkZ;
|
|
cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
|
|
|
|
if (!this->m_World.IsChunkLighted(ChunkX, ChunkZ))
|
|
{
|
|
this->m_World.QueueLightChunk(ChunkX, ChunkZ);
|
|
}
|
|
else
|
|
{
|
|
if (m_Chunk->GetTimeAlteredLight(this->m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
|
|
{
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
}
|
|
else
|
|
{
|
|
WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
|
|
{
|
|
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
|
|
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
|
|
|
|
switch (a_MyType)
|
|
{
|
|
case E_BLOCK_STONE_PRESSURE_PLATE:
|
|
{
|
|
// MCS feature - stone pressure plates can only be triggered by players :D
|
|
cPlayer * a_Player = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
|
|
|
|
if (a_Player != nullptr)
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
|
|
}
|
|
else
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
}
|
|
break;
|
|
}
|
|
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
|
|
{
|
|
class cPressurePlateCallback :
|
|
public cEntityCallback
|
|
{
|
|
public:
|
|
cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
|
m_NumberOfEntities(0),
|
|
m_X(a_BlockX),
|
|
m_Y(a_BlockY),
|
|
m_Z(a_BlockZ)
|
|
{
|
|
}
|
|
|
|
virtual bool Item(cEntity * a_Entity) override
|
|
{
|
|
Vector3f EntityPos = a_Entity->GetPosition();
|
|
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
|
|
double Distance = (EntityPos - BlockPos).Length();
|
|
|
|
if (Distance <= 0.5)
|
|
{
|
|
m_NumberOfEntities++;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GetPowerLevel(unsigned char & a_PowerLevel) const
|
|
{
|
|
a_PowerLevel = std::min(m_NumberOfEntities, MAX_POWER_LEVEL);
|
|
return (a_PowerLevel > 0);
|
|
}
|
|
|
|
protected:
|
|
int m_NumberOfEntities;
|
|
|
|
int m_X;
|
|
int m_Y;
|
|
int m_Z;
|
|
};
|
|
|
|
cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
|
|
this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
|
|
|
|
unsigned char Power;
|
|
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
if (PressurePlateCallback.GetPowerLevel(Power))
|
|
{
|
|
if (Meta == E_META_PRESSURE_PLATE_RAISED)
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
|
|
}
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
|
|
}
|
|
else
|
|
{
|
|
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
|
|
}
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
|
|
{
|
|
class cPressurePlateCallback :
|
|
public cEntityCallback
|
|
{
|
|
public:
|
|
cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
|
m_NumberOfEntities(0),
|
|
m_X(a_BlockX),
|
|
m_Y(a_BlockY),
|
|
m_Z(a_BlockZ)
|
|
{
|
|
}
|
|
|
|
virtual bool Item(cEntity * a_Entity) override
|
|
{
|
|
Vector3f EntityPos = a_Entity->GetPosition();
|
|
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
|
|
double Distance = (EntityPos - BlockPos).Length();
|
|
|
|
if (Distance <= 0.5)
|
|
{
|
|
m_NumberOfEntities++;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool GetPowerLevel(unsigned char & a_PowerLevel) const
|
|
{
|
|
a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL);
|
|
return (a_PowerLevel > 0);
|
|
}
|
|
|
|
protected:
|
|
int m_NumberOfEntities;
|
|
|
|
int m_X;
|
|
int m_Y;
|
|
int m_Z;
|
|
};
|
|
|
|
cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
|
|
this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
|
|
|
|
unsigned char Power;
|
|
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
if (PressurePlateCallback.GetPowerLevel(Power))
|
|
{
|
|
if (Meta == E_META_PRESSURE_PLATE_RAISED)
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
|
|
}
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
|
|
}
|
|
else
|
|
{
|
|
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
|
|
}
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case E_BLOCK_WOODEN_PRESSURE_PLATE:
|
|
{
|
|
class cPressurePlateCallback :
|
|
public cEntityCallback
|
|
{
|
|
public:
|
|
cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
|
m_FoundEntity(false),
|
|
m_X(a_BlockX),
|
|
m_Y(a_BlockY),
|
|
m_Z(a_BlockZ)
|
|
{
|
|
}
|
|
|
|
virtual bool Item(cEntity * a_Entity) override
|
|
{
|
|
Vector3f EntityPos = a_Entity->GetPosition();
|
|
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
|
|
double Distance = (EntityPos - BlockPos).Length();
|
|
|
|
if (Distance <= 0.5)
|
|
{
|
|
m_FoundEntity = true;
|
|
return true; // Break out, we only need to know for plates that at least one entity is on top
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FoundEntity(void) const
|
|
{
|
|
return m_FoundEntity;
|
|
}
|
|
|
|
protected:
|
|
bool m_FoundEntity;
|
|
|
|
int m_X;
|
|
int m_Y;
|
|
int m_Z;
|
|
};
|
|
|
|
cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
|
|
this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
|
|
|
|
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
if (PressurePlateCallback.FoundEntity())
|
|
{
|
|
if (Meta == E_META_PRESSURE_PLATE_RAISED)
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
|
|
}
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
|
|
}
|
|
else
|
|
{
|
|
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
|
|
{
|
|
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
|
|
}
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
|
|
bool FoundActivated = false;
|
|
eBlockFace FaceToGoTowards = GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
|
|
|
|
for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks
|
|
{
|
|
BLOCKTYPE Type;
|
|
NIBBLETYPE Meta;
|
|
|
|
AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards);
|
|
m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta);
|
|
|
|
if (Type == E_BLOCK_TRIPWIRE)
|
|
{
|
|
if (Meta == 0x1)
|
|
{
|
|
FoundActivated = true;
|
|
}
|
|
}
|
|
else if (Type == E_BLOCK_TRIPWIRE_HOOK)
|
|
{
|
|
if (ReverseBlockFace(GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(Meta)) == FaceToGoTowards)
|
|
{
|
|
// Other hook facing in opposite direction - circuit completed!
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Tripwire hook not connected at all, AND away all the power state bits
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Tripwire hook not connected at all, AND away all the power state bits
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (FoundActivated)
|
|
{
|
|
// Connected and activated, set the 3rd and 4th highest bits
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC);
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
}
|
|
else
|
|
{
|
|
// Connected but not activated, AND away the highest bit
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4);
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
class cGetTrappedChestPlayers :
|
|
public cItemCallback<cChestEntity>
|
|
{
|
|
public:
|
|
cGetTrappedChestPlayers(void) :
|
|
m_NumberOfPlayers(0)
|
|
{
|
|
}
|
|
|
|
virtual ~cGetTrappedChestPlayers()
|
|
{
|
|
}
|
|
|
|
virtual bool Item(cChestEntity * a_Chest) override
|
|
{
|
|
ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
|
|
m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
|
|
return (m_NumberOfPlayers <= 0);
|
|
}
|
|
|
|
unsigned char GetPowerLevel(void) const
|
|
{
|
|
return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL);
|
|
}
|
|
|
|
private:
|
|
int m_NumberOfPlayers;
|
|
|
|
} GTCP;
|
|
|
|
int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
|
|
int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
|
|
if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP))
|
|
{
|
|
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel());
|
|
}
|
|
else
|
|
{
|
|
SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
|
|
int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
|
|
|
|
class cTripwireCallback :
|
|
public cEntityCallback
|
|
{
|
|
public:
|
|
cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
|
m_FoundEntity(false),
|
|
m_X(a_BlockX),
|
|
m_Y(a_BlockY),
|
|
m_Z(a_BlockZ)
|
|
{
|
|
}
|
|
|
|
virtual bool Item(cEntity * a_Entity) override
|
|
{
|
|
cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1);
|
|
cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
|
|
|
|
if (bbEntity.DoesIntersect(bbWire))
|
|
{
|
|
m_FoundEntity = true;
|
|
return true; // One entity is sufficient to trigger the wire
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FoundEntity(void) const
|
|
{
|
|
return m_FoundEntity;
|
|
}
|
|
|
|
protected:
|
|
bool m_FoundEntity;
|
|
|
|
int m_X;
|
|
int m_Y;
|
|
int m_Z;
|
|
};
|
|
|
|
cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ);
|
|
this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback);
|
|
|
|
if (TripwireCallback.FoundEntity())
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
|
|
}
|
|
else
|
|
{
|
|
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk)
|
|
{
|
|
// Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
|
|
|
|
for (const auto & itr : ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks) // Check powered list
|
|
{
|
|
if (itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
|
{
|
|
for (const auto & itr : *m_LinkedPoweredBlocks) // Check linked powered list
|
|
{
|
|
if (itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
|
|
{
|
|
// Repeaters cannot be powered by any face except their back; verify that this is true for a source
|
|
|
|
for (const auto & itr : *m_PoweredBlocks)
|
|
{
|
|
if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
switch (a_Meta & 0x3)
|
|
{
|
|
case 0x0:
|
|
{
|
|
// Flip the coords to check the back of the repeater
|
|
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 0x1:
|
|
{
|
|
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 0x2:
|
|
{
|
|
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 0x3:
|
|
{
|
|
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} // for itr - m_PoweredBlocks[]
|
|
|
|
for (const auto & itr : *m_LinkedPoweredBlocks)
|
|
{
|
|
if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
switch (a_Meta & 0x3)
|
|
{
|
|
case 0x0:
|
|
{
|
|
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 0x1:
|
|
{
|
|
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 0x2:
|
|
{
|
|
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case 0x3:
|
|
{
|
|
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ))))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} // for itr - m_LinkedPoweredBlocks[]
|
|
return false; // Couldn't find power source behind repeater
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
|
|
{
|
|
switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
|
|
{
|
|
// If the repeater is looking up or down (If parallel to the Z axis)
|
|
case 0x0:
|
|
case 0x2:
|
|
{
|
|
// Check if eastern (right) neighbor is a powered on repeater who is facing us
|
|
BLOCKTYPE Block = 0;
|
|
NIBBLETYPE OtherRepeaterDir = 0;
|
|
if (
|
|
m_Chunk->UnboundedRelGetBlock(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) &&
|
|
(Block == E_BLOCK_REDSTONE_REPEATER_ON)
|
|
)
|
|
{
|
|
if ((OtherRepeaterDir & 0x03) == 0x3)
|
|
{
|
|
return true;
|
|
} // If so, I am latched/locked
|
|
}
|
|
|
|
// Check if western(left) neighbor is a powered on repeater who is facing us
|
|
if (
|
|
m_Chunk->UnboundedRelGetBlock(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) &&
|
|
(Block == E_BLOCK_REDSTONE_REPEATER_ON)
|
|
)
|
|
{
|
|
if ((OtherRepeaterDir & 0x03) == 0x1)
|
|
{
|
|
return true;
|
|
} // If so, I am latched/locked
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// If the repeater is looking left or right (If parallel to the x axis)
|
|
case 0x1:
|
|
case 0x3:
|
|
{
|
|
// Check if southern(down) neighbor is a powered on repeater who is facing us
|
|
BLOCKTYPE Block = 0;
|
|
NIBBLETYPE OtherRepeaterDir = 0;
|
|
|
|
if (
|
|
m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block, OtherRepeaterDir) &&
|
|
(Block == E_BLOCK_REDSTONE_REPEATER_ON)
|
|
)
|
|
{
|
|
if ((OtherRepeaterDir & 0x30) == 0x00)
|
|
{
|
|
return true;
|
|
} // If so, am latched/locked
|
|
}
|
|
|
|
// Check if northern(up) neighbor is a powered on repeater who is facing us
|
|
if (
|
|
m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block, OtherRepeaterDir) &&
|
|
(Block == E_BLOCK_REDSTONE_REPEATER_ON)
|
|
)
|
|
{
|
|
if ((OtherRepeaterDir & 0x03) == 0x02)
|
|
{
|
|
return true;
|
|
} // If so, I am latched/locked
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false; // None of the checks succeeded, I am not a locked repeater
|
|
}
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
|
|
{
|
|
// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
|
|
|
|
eBlockFace Face = GetHandlerCompileTime<E_BLOCK_PISTON>::type::MetaDataToDirection(a_Meta);
|
|
|
|
for (const auto & itr : *m_PoweredBlocks)
|
|
{
|
|
if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int X = a_RelBlockX, Z = a_RelBlockZ;
|
|
AddFaceDirection(X, a_RelBlockY, Z, Face);
|
|
|
|
if (!itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z))))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (const auto & itr : *m_LinkedPoweredBlocks)
|
|
{
|
|
if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int X = a_RelBlockX, Z = a_RelBlockZ;
|
|
AddFaceDirection(X, a_RelBlockY, Z, Face);
|
|
|
|
if (!itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z))))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false; // Source was in front of the piston's front face
|
|
}
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
|
|
{
|
|
a_PowerLevel = 0;
|
|
|
|
for (const auto & itr : *m_PoweredBlocks) // Check powered list
|
|
{
|
|
if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
a_PowerLevel = std::max(itr.a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
|
|
}
|
|
|
|
for (const auto & itr : *m_LinkedPoweredBlocks) // Check linked powered list
|
|
{
|
|
if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
BLOCKTYPE Type = E_BLOCK_AIR;
|
|
if (!m_Chunk->UnboundedRelGetBlockType(itr.a_SourcePos.x, itr.a_SourcePos.y, itr.a_SourcePos.z, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
|
|
{
|
|
continue;
|
|
}
|
|
a_PowerLevel = std::max(itr.a_PowerLevel, a_PowerLevel);
|
|
}
|
|
|
|
return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
|
|
{
|
|
for (const auto & itr : *m_SimulatedPlayerToggleableBlocks)
|
|
{
|
|
if (itr.a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
if (itr.WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current?
|
|
{
|
|
return false; // It was, coordinates are no longer simulated
|
|
}
|
|
else
|
|
{
|
|
return true; // It wasn't, don't resimulate block, and allow players to toggle
|
|
}
|
|
}
|
|
}
|
|
return false; // Block wasn't even in the list, not simulated
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel)
|
|
{
|
|
BLOCKTYPE MiddleBlock = 0;
|
|
switch (a_Direction)
|
|
{
|
|
case BLOCK_FACE_XM:
|
|
{
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
|
|
break;
|
|
}
|
|
case BLOCK_FACE_XP:
|
|
{
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
|
|
break;
|
|
}
|
|
case BLOCK_FACE_YM:
|
|
{
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
|
|
break;
|
|
}
|
|
case BLOCK_FACE_YP:
|
|
{
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
|
|
break;
|
|
}
|
|
case BLOCK_FACE_ZM:
|
|
{
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
|
|
break;
|
|
}
|
|
case BLOCK_FACE_ZP:
|
|
{
|
|
if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
|
|
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
|
|
{
|
|
static const struct
|
|
{
|
|
int x, y, z;
|
|
} gCrossCoords[] =
|
|
{
|
|
{ 1, 0, 0 },
|
|
{ -1, 0, 0 },
|
|
{ 0, 0, 1 },
|
|
{ 0, 0, -1 },
|
|
{ 0, 1, 0 },
|
|
{ 0, -1, 0 }
|
|
};
|
|
|
|
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
|
|
{
|
|
SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
|
|
{
|
|
cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
|
|
if ((Neighbour == nullptr) || !Neighbour->IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto & Powered = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position
|
|
for (auto itr = Powered.begin(); itr != Powered.end(); ++itr)
|
|
{
|
|
if (
|
|
itr->a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
|
|
itr->a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
|
|
)
|
|
{
|
|
// Check for duplicates, update power level, don't add a new listing
|
|
itr->a_PowerLevel = a_PowerLevel;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
|
|
for (auto itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
|
|
{
|
|
if (
|
|
itr->a_BlockPos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)) &&
|
|
itr->a_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
|
|
(m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
|
|
)
|
|
{
|
|
BLOCKTYPE Block;
|
|
NIBBLETYPE Meta;
|
|
Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
|
|
|
|
if (Block == E_BLOCK_REDSTONE_WIRE)
|
|
{
|
|
if (Meta < a_PowerLevel)
|
|
{
|
|
m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Powered wires try to power their source - don't let them!
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sPoweredBlocks RC;
|
|
RC.a_BlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
RC.a_SourcePos = Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ);
|
|
RC.a_PowerLevel = a_PowerLevel;
|
|
Powered.emplace_back(RC);
|
|
Neighbour->SetIsRedstoneDirty(true);
|
|
m_Chunk->SetIsRedstoneDirty(true);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
|
|
int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ,
|
|
int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ,
|
|
int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ,
|
|
BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
|
|
)
|
|
{
|
|
if (!IsViableMiddleBlock(a_MiddleBlock))
|
|
{
|
|
return;
|
|
}
|
|
|
|
cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ);
|
|
m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelMiddleX, a_RelMiddleZ);
|
|
if ((Neighbour == nullptr) || !Neighbour->IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto & Linked = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks;
|
|
for (auto & itr : Linked) // Check linked powered list
|
|
{
|
|
if (
|
|
itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
|
|
itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)) &&
|
|
itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
|
|
)
|
|
{
|
|
// Check for duplicates, update power level, don't add a new listing
|
|
itr.a_PowerLevel = a_PowerLevel;
|
|
return;
|
|
}
|
|
}
|
|
|
|
sLinkedPoweredBlocks RC;
|
|
RC.a_BlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
RC.a_MiddlePos = Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ);
|
|
RC.a_SourcePos = Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ);
|
|
RC.a_PowerLevel = a_PowerLevel;
|
|
Linked.emplace_back(RC);
|
|
Neighbour->SetIsRedstoneDirty(true);
|
|
m_Chunk->SetIsRedstoneDirty(true);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
|
|
{
|
|
for (auto itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
|
|
{
|
|
if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (itr->WasLastStatePowered != WasLastStatePowered)
|
|
{
|
|
// If power states different, update listing
|
|
itr->WasLastStatePowered = WasLastStatePowered;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// If states the same, just ignore
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We have arrive here; no block must be in list - add one
|
|
sSimulatedPlayerToggleableList RC;
|
|
RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
RC.WasLastStatePowered = WasLastStatePowered;
|
|
m_SimulatedPlayerToggleableBlocks->emplace_back(RC);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
|
|
{
|
|
for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
|
|
{
|
|
if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
|
|
{
|
|
if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
|
|
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
|
|
itr->a_ElapsedTicks = 0;
|
|
itr->ShouldPowerOn = ShouldPowerOn;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Self not in list, add self to list
|
|
sRepeatersDelayList RC;
|
|
RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
|
|
|
// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
|
|
// Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
|
|
RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
|
|
|
|
RC.a_ElapsedTicks = 0;
|
|
RC.ShouldPowerOn = ShouldPowerOn;
|
|
m_RepeatersDelayList->emplace_back(RC);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
|
|
{
|
|
if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
|
|
{
|
|
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
std::vector<Vector3i> BlocksPotentiallyUnpowered;
|
|
|
|
auto Data = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
|
|
Data->m_PoweredBlocks.erase(std::remove_if(Data->m_PoweredBlocks.begin(), Data->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSourceX, a_RelSourceY, a_RelSourceZ](const sPoweredBlocks & itr)
|
|
{
|
|
if (itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)))
|
|
{
|
|
BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
|
|
a_Chunk->SetIsRedstoneDirty(true);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
), Data->m_PoweredBlocks.end());
|
|
|
|
Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSourceX, a_RelSourceY, a_RelSourceZ](const sLinkedPoweredBlocks & itr)
|
|
{
|
|
if (itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)))
|
|
{
|
|
BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
|
|
a_Chunk->SetIsRedstoneDirty(true);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
), Data->m_LinkedBlocks.end());
|
|
|
|
if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
|
|
{
|
|
// +- 2 to accomodate linked powered blocks
|
|
SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX - 2, a_RelSourceZ), false);
|
|
SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX + 2, a_RelSourceZ), false);
|
|
SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX, a_RelSourceZ - 2), false);
|
|
SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX, a_RelSourceZ + 2), false);
|
|
}
|
|
|
|
for (const auto & itr : BlocksPotentiallyUnpowered)
|
|
{
|
|
auto Neighbour = a_Chunk->GetRelNeighborChunk(itr.x, itr.z);
|
|
if (!AreCoordsPowered(itr.x, itr.y, itr.z) && (Neighbour->GetBlock(itr) != E_BLOCK_REDSTONE_REPEATER_ON))
|
|
{
|
|
// Repeaters time themselves with regards to unpowering; ensure we don't do it for them
|
|
SetSourceUnpowered(itr.x, itr.y, itr.z, Neighbour);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cIncrementalRedstoneSimulator::SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk, bool a_IsFirstCall)
|
|
{
|
|
if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
|
|
{
|
|
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
std::vector<Vector3i> BlocksPotentiallyUnpowered;
|
|
auto Data = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
|
|
|
|
Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ](const sLinkedPoweredBlocks & itr)
|
|
{
|
|
if (itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)))
|
|
{
|
|
BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
|
|
a_Chunk->SetIsRedstoneDirty(true);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
), Data->m_LinkedBlocks.end());
|
|
|
|
if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ))
|
|
{
|
|
// +- 2 to accomodate linked powered blocks
|
|
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX - 2, a_RelMiddleZ), false);
|
|
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX + 2, a_RelMiddleZ), false);
|
|
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ - 2), false);
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SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ + 2), false);
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}
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for (const auto & itr : BlocksPotentiallyUnpowered)
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{
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if (!AreCoordsPowered(itr.x, itr.y, itr.z))
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{
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SetSourceUnpowered(itr.x, itr.y, itr.z, a_Chunk->GetRelNeighborChunk(itr.x, itr.z));
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}
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}
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}
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cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
|
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{
|
|
int Dir = REDSTONE_NONE;
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|
|
|
BLOCKTYPE NegX = 0;
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if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
|
|
{
|
|
if (IsPotentialSource(NegX))
|
|
{
|
|
Dir |= (REDSTONE_X_POS);
|
|
}
|
|
}
|
|
|
|
BLOCKTYPE PosX = 0;
|
|
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
|
|
{
|
|
if (IsPotentialSource(PosX))
|
|
{
|
|
Dir |= (REDSTONE_X_NEG);
|
|
}
|
|
}
|
|
|
|
BLOCKTYPE NegZ = 0;
|
|
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
|
|
{
|
|
if (IsPotentialSource(NegZ))
|
|
{
|
|
if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
|
|
{
|
|
Dir ^= REDSTONE_X_POS;
|
|
Dir |= REDSTONE_X_NEG;
|
|
}
|
|
if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
|
|
{
|
|
Dir ^= REDSTONE_X_NEG;
|
|
Dir |= REDSTONE_X_POS;
|
|
}
|
|
Dir |= REDSTONE_Z_POS;
|
|
}
|
|
}
|
|
|
|
BLOCKTYPE PosZ = 0;
|
|
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
|
|
{
|
|
if (IsPotentialSource(PosZ))
|
|
{
|
|
if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
|
|
{
|
|
Dir ^= REDSTONE_X_POS;
|
|
Dir |= REDSTONE_X_NEG;
|
|
}
|
|
if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
|
|
{
|
|
Dir ^= REDSTONE_X_NEG;
|
|
Dir |= REDSTONE_X_POS;
|
|
}
|
|
Dir |= REDSTONE_Z_NEG;
|
|
}
|
|
}
|
|
return (eRedstoneDirection)Dir;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
|
|
{
|
|
// Extract the ON bit from metadata and return if true if it is set:
|
|
return ((a_BlockMeta & 0x8) == 0x8);
|
|
}
|
|
|
|
|
|
|
|
|