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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-04-15 14:15:56 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-04-15 14:15:56 +0200
commit82b3d543e7bcdbffb34f9fb555c2acb6fb9b10d9 (patch)
tree1fad85f7d68f68ac4e25225e73d87c5a7bbb85c4 /src/Simulator/IncrementalRedstoneSimulator.h
parentEntities handle chunks properly again (diff)
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Diffstat (limited to '')
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h31
1 files changed, 16 insertions, 15 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index f93f86898..21bf11887 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -40,27 +40,29 @@ private:
{
Vector3i a_BlockPos; // Position of powered block
Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
+ unsigned char a_PowerLevel;
};
struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
{
Vector3i a_BlockPos;
- Vector3i a_MiddlePos;
+ Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
Vector3i a_SourcePos;
+ unsigned char a_PowerLevel;
};
- struct sSimulatedPlayerToggleableList
+ struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
{
Vector3i a_BlockPos;
- bool WasLastStatePowered;
+ bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
};
- struct sRepeatersDelayList
+ struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
{
Vector3i a_BlockPos;
- unsigned char a_DelayTicks;
- unsigned char a_ElapsedTicks;
- bool ShouldPowerOn;
+ unsigned char a_DelayTicks; // For how many ticks should the repeater delay
+ unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
+ bool ShouldPowerOn; // What happens when the delay time is fulfilled?
};
public:
@@ -132,13 +134,13 @@ private:
/* ====== Helper functions ====== */
/** Marks a block as powered */
- void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
+ void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = 15);
/** Marks a block as being powered through another block */
- void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
+ void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = 15);
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
/** Marks the second block in a direction as linked powered */
- void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
+ void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = 15);
/** Marks all blocks immediately surrounding a coordinate as powered */
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
/** Queues a repeater to be powered or unpowered */
@@ -159,15 +161,14 @@ private:
/** Returns if a piston is powered */
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
/** Returns if a wire is powered
- The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
- */
- bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
+ bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel);
/** Returns if lever metadata marks it as emitting power */
- bool IsLeverOn(NIBBLETYPE a_BlockMeta);
+ inline bool IsLeverOn(NIBBLETYPE a_BlockMeta);
/** Returns if button metadata marks it as emitting power */
- bool IsButtonOn(NIBBLETYPE a_BlockMeta);
+ inline bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
/* ============================== */
/* ====== Misc Functions ====== */