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author | Mattes D <github@xoft.cz> | 2014-12-17 08:38:23 +0100 |
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committer | Mattes D <github@xoft.cz> | 2014-12-17 08:38:23 +0100 |
commit | 4947880a5d75d827b23f2ea359d9219043a32fcd (patch) | |
tree | 7167c17bec4ce486238575f7c158384e5776aa20 /src/Simulator/IncrementalRedstoneSimulator.inc | |
parent | Updated Core. (diff) | |
parent | NULL -> nullptr (diff) | |
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Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.inc')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.inc | 2597 |
1 files changed, 0 insertions, 2597 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.inc b/src/Simulator/IncrementalRedstoneSimulator.inc deleted file mode 100644 index 2d03584e2..000000000 --- a/src/Simulator/IncrementalRedstoneSimulator.inc +++ /dev/null @@ -1,2597 +0,0 @@ - -#include "IncrementalRedstoneSimulator.h" -#include "BoundingBox.h" -#include "BlockEntities/RedstonePoweredEntity.h" -#include "Blocks/ChunkInterface.h" -#include "RedstoneSimulator.h" - - -typedef cItemCallback<cEntity> cEntityCallback; - - - - - -typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback; - - -template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -class cIncrementalRedstoneSimulator : - public cRedstoneSimulator<ChunkType, WorldType> -{ - typedef cRedstoneSimulator<ChunkType, WorldType> super; -public: - - cIncrementalRedstoneSimulator(WorldType & a_World) - : cRedstoneSimulator<ChunkType, WorldType>(a_World) - { - } - ~cIncrementalRedstoneSimulator(); - - virtual cRedstoneSimulatorChunkData * CreateChunkData() override - { - return new cIncrementalRedstoneSimulatorChunkData; - } - - virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used - virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) override; - virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); } - virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override; - - enum eRedstoneDirection - { - REDSTONE_NONE = 0, - REDSTONE_X_POS = 0x1, - REDSTONE_X_NEG = 0x2, - REDSTONE_Z_POS = 0x4, - REDSTONE_Z_NEG = 0x8, - }; - eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ); - -private: - - #define MAX_POWER_LEVEL 15 - - struct sPoweredBlocks // Define structure of the directly powered blocks list - { - 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; // Position of block that is betwixt a source and the destination - Vector3i a_SourcePos; - unsigned char a_PowerLevel; - }; - - 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_RelBlockPos; - bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate - }; - - struct sRepeatersDelayList // Define structure of list containing repeaters' delay states - { - Vector3i a_RelBlockPos; - 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? - }; - - class cIncrementalRedstoneSimulatorChunkData : - public cRedstoneSimulatorChunkData - { - public: - /// Per-chunk data for the simulator, specified individual chunks to simulate - cCoordWithBlockAndBoolVector m_ChunkData; - cCoordWithBlockAndBoolVector m_QueuedChunkData; - std::vector<sPoweredBlocks> m_PoweredBlocks; - std::vector<sLinkedPoweredBlocks> m_LinkedBlocks; - std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks; - std::vector<sRepeatersDelayList> m_RepeatersDelayList; - }; - -public: - - typedef std::vector <sPoweredBlocks> PoweredBlocksList; - typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList; - typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList; - typedef std::vector <sRepeatersDelayList> RepeatersDelayList; - -private: - - cIncrementalRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData; - PoweredBlocksList * m_PoweredBlocks; - LinkedBlocksList * m_LinkedPoweredBlocks; - SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks; - RepeatersDelayList * m_RepeatersDelayList; - - virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); } - void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL); - ChunkType * m_Chunk; - - // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly - // In addition to being non-performant, it would stop the player from actually breaking said device - - /* ====== SOURCES ====== */ - /** Handles the redstone torch */ - void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); - /** Handles the redstone block */ - void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles levers */ - void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles buttons */ - void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles daylight sensors */ - void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles pressure plates */ - void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType); - /** Handles tripwire hooks - Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook - If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task - */ - void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles trapped chests */ - void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /* ==================== */ - - /* ====== CARRIERS ====== */ - /** Handles redstone wire */ - void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles repeaters */ - void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); - /* ====================== */ - - /* ====== DEVICES ====== */ - /** Handles pistons */ - void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles dispensers and droppers */ - void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles TNT (exploding) */ - void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles redstone lamps */ - void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); - /** Handles doords */ - void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles command blocks */ - void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles activator, detector, and powered rails */ - void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType); - /** Handles trapdoors */ - void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles fence gates */ - void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles noteblocks */ - void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Handles tripwires */ - void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /* ===================== */ - - /* ====== Helper functions ====== */ - /** Marks a block as powered */ - void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL); - /** Marks a block as being powered through another block */ - void 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_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL); - /** 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered); - /** Marks the second block in a direction as linked powered */ - void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL); - /** Marks all blocks immediately surrounding a coordinate as powered */ - void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL); - /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */ - bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn); - /** Removes a block from the Powered and LinkedPowered lists - Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests - */ - void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, ChunkType * a_Chunk, bool a_IsFirstCall = true); - - /** Returns if a coordinate is powered or linked powered */ - bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); } - /** Returns if a coordinate is in the directly powered blocks list */ - bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk); - /** Returns if a coordinate is in the indirectly powered blocks list */ - bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); - /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */ - bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered); - /** Returns if a repeater is powered by testing for power sources behind the repeater */ - bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta); - /** Returns if a repeater is locked */ - bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta); - /** Returns if a piston is powered */ - bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel); - /** Handles delayed updates to repeaters **/ - void HandleRedstoneRepeaterDelays(void); - - /** Returns if lever metadata marks it as emitting power */ - bool IsLeverOn(NIBBLETYPE a_BlockMeta); - /** Returns if button metadata marks it as emitting power */ - bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); } - /* ============================== */ - - /* ====== Misc Functions ====== */ - /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */ - inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); } - - /** Returns if a block is a mechanism (something that accepts power and does something) - Used by torches to determine if they power a block whilst not standing on the ground - */ - inline static bool IsMechanism(BLOCKTYPE Block) - { - switch (Block) - { - case E_BLOCK_ACACIA_DOOR: - case E_BLOCK_ACACIA_FENCE_GATE: - case E_BLOCK_ACTIVATOR_RAIL: - case E_BLOCK_BIRCH_DOOR: - case E_BLOCK_BIRCH_FENCE_GATE: - case E_BLOCK_COMMAND_BLOCK: - case E_BLOCK_DARK_OAK_DOOR: - case E_BLOCK_DARK_OAK_FENCE_GATE: - case E_BLOCK_DISPENSER: - case E_BLOCK_DROPPER: - case E_BLOCK_FENCE_GATE: - case E_BLOCK_HOPPER: - case E_BLOCK_IRON_DOOR: - case E_BLOCK_IRON_TRAPDOOR: - case E_BLOCK_JUNGLE_DOOR: - case E_BLOCK_JUNGLE_FENCE_GATE: - case E_BLOCK_NOTE_BLOCK: - case E_BLOCK_PISTON: - case E_BLOCK_POWERED_RAIL: - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - case E_BLOCK_REDSTONE_WIRE: - case E_BLOCK_SPRUCE_DOOR: - case E_BLOCK_SPRUCE_FENCE_GATE: - case E_BLOCK_STICKY_PISTON: - case E_BLOCK_TNT: - case E_BLOCK_TRAPDOOR: - case E_BLOCK_WOODEN_DOOR: - { - return true; - } - default: return false; - } - } - - /** Returns if a block has the potential to output power */ - inline static bool IsPotentialSource(BLOCKTYPE Block) - { - switch (Block) - { - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_DAYLIGHT_SENSOR: - case E_BLOCK_WOODEN_BUTTON: - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_REDSTONE_WIRE: - case E_BLOCK_REDSTONE_TORCH_ON: - case E_BLOCK_LEVER: - case E_BLOCK_REDSTONE_REPEATER_ON: - case E_BLOCK_BLOCK_OF_REDSTONE: - case E_BLOCK_ACTIVE_COMPARATOR: - case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_STONE_PRESSURE_PLATE: - case E_BLOCK_WOODEN_PRESSURE_PLATE: - case E_BLOCK_TRAPPED_CHEST: - { - return true; - } - default: return false; - } - } - - /** Returns if a block is any sort of redstone device */ - inline static bool IsRedstone(BLOCKTYPE Block) - { - switch (Block) - { - // All redstone devices, please alpha sort - case E_BLOCK_ACACIA_DOOR: - case E_BLOCK_ACACIA_FENCE_GATE: - case E_BLOCK_ACTIVATOR_RAIL: - case E_BLOCK_ACTIVE_COMPARATOR: - case E_BLOCK_BIRCH_DOOR: - case E_BLOCK_BIRCH_FENCE_GATE: - case E_BLOCK_BLOCK_OF_REDSTONE: - case E_BLOCK_COMMAND_BLOCK: - case E_BLOCK_DARK_OAK_DOOR: - case E_BLOCK_DARK_OAK_FENCE_GATE: - case E_BLOCK_DAYLIGHT_SENSOR: - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_DISPENSER: - case E_BLOCK_DROPPER: - case E_BLOCK_FENCE_GATE: - case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_HOPPER: - case E_BLOCK_INACTIVE_COMPARATOR: - case E_BLOCK_IRON_DOOR: - case E_BLOCK_IRON_TRAPDOOR: - case E_BLOCK_JUNGLE_DOOR: - case E_BLOCK_JUNGLE_FENCE_GATE: - case E_BLOCK_LEVER: - case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_NOTE_BLOCK: - case E_BLOCK_POWERED_RAIL: - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - case E_BLOCK_REDSTONE_TORCH_OFF: - case E_BLOCK_REDSTONE_TORCH_ON: - case E_BLOCK_REDSTONE_WIRE: - case E_BLOCK_SPRUCE_DOOR: - case E_BLOCK_SPRUCE_FENCE_GATE: - case E_BLOCK_STICKY_PISTON: - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_STONE_PRESSURE_PLATE: - case E_BLOCK_TNT: - case E_BLOCK_TRAPDOOR: - case E_BLOCK_TRAPPED_CHEST: - case E_BLOCK_TRIPWIRE_HOOK: - case E_BLOCK_TRIPWIRE: - case E_BLOCK_WOODEN_BUTTON: - case E_BLOCK_WOODEN_DOOR: - case E_BLOCK_WOODEN_PRESSURE_PLATE: - case E_BLOCK_PISTON: - { - return true; - } - default: return false; - } - } - - inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ) - { - return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks - ((a_BlockX % cChunkDef::Width) <= 1) || - ((a_BlockX % cChunkDef::Width) >= 14) || - ((a_BlockZ % cChunkDef::Width) <= 1) || - ((a_BlockZ % cChunkDef::Width) >= 14) - ); - } -}; - - - - - -template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::~cIncrementalRedstoneSimulator() -{ -} - - - - -template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk) -{ - if ((a_Chunk == NULL) || !a_Chunk->IsValid()) - { - return; - } - else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height)) - { - return; - } - - // We may be called with coordinates in a chunk that is not the first chunk parameter - // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter - // Use that Chunk pointer to get a relative position - - int RelX = 0; - int RelZ = 0; - BLOCKTYPE Block; - NIBBLETYPE Meta; - - if (a_OtherChunk != NULL) - { - RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width; - RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width; - a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); - - // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block - // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty - a_Chunk->SetIsRedstoneDirty(true); - } - else - { - RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; - RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; - a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta); - } - - // 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 - // Checking only when a block is changed, as opposed to every tick, also improves performance - - cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData * SimulatorChunkData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData()); - if (SimulatorChunkData == NULL) - { - return; - } - PoweredBlocksList & PoweredBlocks = SimulatorChunkData->m_PoweredBlocks; - for (typename PoweredBlocksList::iterator itr = PoweredBlocks.begin(); itr != PoweredBlocks.end();) - { - if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) - { - ++itr; - continue; - } - - if (!IsPotentialSource(Block)) - { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = PoweredBlocks.erase(itr); - continue; - } - else if ( - // Changeable sources - ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) || - ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) || - ((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) || - (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || - ((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0)) - ) - { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = PoweredBlocks.erase(itr); - continue; - } - ++itr; - } - - LinkedBlocksList & LinkedPoweredBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks; - // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate - for (typename LinkedBlocksList::iterator itr = LinkedPoweredBlocks.begin(); itr != LinkedPoweredBlocks.end();) - { - if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) - { - if (!IsPotentialSource(Block)) - { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = LinkedPoweredBlocks.erase(itr); - continue; - } - else if ( - // Things that can send power through a block but which depends on meta - ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) || - ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) || - (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) - ) - { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = LinkedPoweredBlocks.erase(itr); - continue; - } - } - else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) - { - if (!IsViableMiddleBlock(Block)) - { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - itr = LinkedPoweredBlocks.erase(itr); - continue; - } - } - ++itr; - } - - SimulatedPlayerToggleableList & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks; - for (typename SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks.begin(); itr != SimulatedPlayerToggleableBlocks.end(); ++itr) - { - if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) - { - continue; - } - - if (!IsAllowedBlock(Block)) - { - LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z); - SimulatedPlayerToggleableBlocks.erase(itr); - break; - } - } - - RepeatersDelayList & RepeatersDelayList = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList; - for (typename RepeatersDelayList::iterator itr = RepeatersDelayList.begin(); itr != RepeatersDelayList.end(); ++itr) - { - if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ))) - { - continue; - } - - if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF)) - { - RepeatersDelayList.erase(itr); - break; - } - } - - if (a_OtherChunk != NULL) - { - // 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 - return; - } - - cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData; - for (cCoordWithBlockAndBoolVector::iterator itr = RedstoneSimulatorChunkData.begin(); itr != RedstoneSimulatorChunkData.end(); ++itr) - { - if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block - { - if (!IsAllowedBlock(Block)) - { - itr->DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list - } - else - { - itr->DataTwo = false; - itr->Data = Block; // Update block information - } - return; - } - } - - if (!IsAllowedBlock(Block)) - { - return; - } - - cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData; - for (cCoordWithBlockAndBoolVector::iterator itr = QueuedData.begin(); itr != QueuedData.end(); ++itr) - { - if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) - { - // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data - return; - } - } - QueuedData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) -{ - m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData(); - if (m_RedstoneSimulatorChunkData == NULL) - { - m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData(); - a_Chunk->SetRedstoneSimulatorData(m_RedstoneSimulatorChunkData); - } - if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty()) - { - return; - } - - m_RedstoneSimulatorChunkData->m_ChunkData.insert( - m_RedstoneSimulatorChunkData->m_ChunkData.end(), - m_RedstoneSimulatorChunkData ->m_QueuedChunkData.begin(), - m_RedstoneSimulatorChunkData ->m_QueuedChunkData.end()); - - m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear(); - - m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks; - m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList; - m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks; - m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks; - m_Chunk = a_Chunk; - bool ShouldUpdateSimulateOnceBlocks = false; - - if (a_Chunk->IsRedstoneDirty()) - { - // Simulate the majority of devices only if something (blockwise or power-wise) has changed - // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this) - a_Chunk->SetIsRedstoneDirty(false); - ShouldUpdateSimulateOnceBlocks = true; - } - - HandleRedstoneRepeaterDelays(); - - for (cCoordWithBlockAndBoolVector::iterator dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();) - { - if (dataitr->DataTwo) - { - dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr); - continue; - } - - switch (dataitr->Data) - { - case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break; - - case E_BLOCK_WOODEN_PRESSURE_PLATE: - case E_BLOCK_STONE_PRESSURE_PLATE: - case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: - case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: - { - HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); - break; - } - default: break; - } - - if (ShouldUpdateSimulateOnceBlocks) - { - switch (dataitr->Data) - { - case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break; - case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break; - - case E_BLOCK_ACTIVATOR_RAIL: - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_POWERED_RAIL: - { - HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); - break; - } - case E_BLOCK_ACACIA_DOOR: - case E_BLOCK_BIRCH_DOOR: - case E_BLOCK_DARK_OAK_DOOR: - case E_BLOCK_JUNGLE_DOOR: - case E_BLOCK_SPRUCE_DOOR: - case E_BLOCK_WOODEN_DOOR: - case E_BLOCK_IRON_DOOR: - { - HandleDoor(dataitr->x, dataitr->y, dataitr->z); - break; - } - case E_BLOCK_ACACIA_FENCE_GATE: - case E_BLOCK_BIRCH_FENCE_GATE: - case E_BLOCK_DARK_OAK_FENCE_GATE: - case E_BLOCK_FENCE_GATE: - case E_BLOCK_JUNGLE_FENCE_GATE: - case E_BLOCK_SPRUCE_FENCE_GATE: - { - HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); - break; - } - case E_BLOCK_REDSTONE_LAMP_OFF: - case E_BLOCK_REDSTONE_LAMP_ON: - { - HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); - break; - } - case E_BLOCK_DISPENSER: - case E_BLOCK_DROPPER: - { - HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z); - break; - } - case E_BLOCK_PISTON: - case E_BLOCK_STICKY_PISTON: - { - HandlePiston(dataitr->x, dataitr->y, dataitr->z); - break; - } - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - { - HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); - break; - } - case E_BLOCK_REDSTONE_TORCH_OFF: - case E_BLOCK_REDSTONE_TORCH_ON: - { - HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data); - break; - } - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_WOODEN_BUTTON: - { - HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z); - break; - } - default: break; - } - } - ++dataitr; - } -} - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) -{ - if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ)) - { - // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk) - AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); - - // 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 - // 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 - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk); - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk); - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk); - RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk); - - return; - } - - // Not on boundary, just alert this chunk for speed - AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState) -{ - static const struct // Define which directions the torch can power - { - int x, y, z; - } gCrossCoords[] = - { - { 1, 0, 0}, - {-1, 0, 0}, - { 0, 0, 1}, - { 0, 0, -1}, - { 0, 1, 0}, - } ; - - if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON) - { - // Check if the block the torch is on is powered - int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ; - 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 - - ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z); - if ((Neighbour == NULL) || !Neighbour->IsValid()) - { - return; - } - - if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour)) - { - // There was a match, torch goes off - m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); - return; - } - - // Torch still on, make all 4(X, Z) + 1(Y) sides powered - for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) - { - 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 (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last) - { - if ( - IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc. - (!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 - ) - { - SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - } - } - else - { - // Top side, power whatever is there, including blocks - SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - // Power all blocks surrounding block above torch - SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP); - } - } - - 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 - { - BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ); - - if (IsMechanism(Type)) // Still can't make a normal block powered though! - { - SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); - } - } - } - else - { - // Check if the block the torch is on is powered - int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ; - 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 - - ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z); - if ((Neighbour == NULL) || !Neighbour->IsValid()) - { - return; - } - - // See if off state torch can be turned on again - if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour)) - { - return; // Something matches, torch still powered - } - - // 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)); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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)) - { - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0); - this->m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); - 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; - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } - } -} - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneRepeaterDelays() -{ - for (typename RepeatersDelayList::iterator 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++; - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 typename 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); - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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__); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 != NULL) - { - 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, m_Chunk); - } - break; - } - default: - { - LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str()); - break; - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTripwireHook(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; - 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, m_Chunk); - } -} - -template <class ChestType> -class cGetTrappedChestPlayers : - public cItemCallback<ChestType> -{ -public: - cGetTrappedChestPlayers(void) : - m_NumberOfPlayers(0) - { - } - - virtual ~cGetTrappedChestPlayers() - { - } - - virtual bool Item(ChestType * 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; - -}; - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) -{ - cGetTrappedChestPlayers<ChestType> 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(BlockX, a_RelBlockY, BlockZ, m_Chunk); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk) -{ - // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter - - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - - for (typename PoweredBlocksList::const_iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end(); ++itr) // Check powered list - { - if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) - { - return true; - } - } - return false; -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsLinkedPowered(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; - - for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list - { - if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) - { - return true; - } - } - return false; -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - - for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) - { - if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - - switch (a_Meta & 0x3) - { - case 0x0: - { - // Flip the coords to check the back of the repeater - if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } - break; - } - case 0x1: - { - if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } - break; - } - case 0x2: - { - if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } - break; - } - case 0x3: - { - if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } - break; - } - } - } - - for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) - { - if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - - switch (a_Meta & 0x3) - { - case 0x0: - { - if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; } - break; - } - case 0x1: - { - if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; } - break; - } - case 0x2: - { - if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; } - break; - } - case 0x3: - { - if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; } - break; - } - } - } - return false; // Couldn't find power source behind repeater -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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)) // Is right neighbor a powered repeater? - { - 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 -} - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; - int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; - - for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) - { - if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - - AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); - - if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) - { - return true; - } - - AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); - } - - for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) - { - if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - - AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); - - if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) - { - return true; - } - - AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); - } - return false; // Source was in front of the piston's front face -} - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel) -{ - a_PowerLevel = 0; - int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; - int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; - - for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list - { - if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) - { - 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 (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list - { - if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) - { - continue; - } - - BLOCKTYPE Type = E_BLOCK_AIR; - int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width; - int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width; - if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE)) - { - continue; - } - a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); - } - - return (a_PowerLevel != 0); // Answer the inital question: is the wire powered? -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered) -{ - for (typename SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) - { - 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 -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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; - } - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel) -{ - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX; - int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ; - - ChunkType * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values - if ((Neighbour == NULL) || !Neighbour->IsValid()) - { - return; - } - - PoweredBlocksList & Powered = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position - for (typename PoweredBlocksList::iterator itr = Powered.begin(); itr != Powered.end(); ++itr) - { - if ( - itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && - itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) - ) - { - // 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 - // TODO: on C++11 support, change this to a llama function pased to a std::remove_if - for (typename PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) - { - if ( - itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) && - itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && - (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(BlockX, a_RelBlockY, BlockZ); - RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ); - RC.a_PowerLevel = a_PowerLevel; - Powered.push_back(RC); - Neighbour->SetIsRedstoneDirty(true); - m_Chunk->SetIsRedstoneDirty(true); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 - ) -{ - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; - int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX; - int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ; - int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX; - int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ; - - if (!IsViableMiddleBlock(a_MiddleBlock)) - { - return; - } - - ChunkType * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ); - if ((Neighbour == NULL) || !Neighbour->IsValid()) - { - return; - } - - LinkedBlocksList & Linked = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks; - for (typename LinkedBlocksList::iterator itr = Linked.begin(); itr != Linked.end(); ++itr) // Check linked powered list - { - if ( - itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && - itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) && - itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) - ) - { - // Check for duplicates, update power level, don't add a new listing - itr->a_PowerLevel = a_PowerLevel; - return; - } - } - - sLinkedPoweredBlocks RC; - RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ); - RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ); - RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ); - RC.a_PowerLevel = a_PowerLevel; - Linked.push_back(RC); - Neighbour->SetIsRedstoneDirty(true); - m_Chunk->SetIsRedstoneDirty(true); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered) -{ - for (typename SimulatedPlayerToggleableList::iterator 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->push_back(RC); -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) -{ - for (typename RepeatersDelayList::iterator 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->push_back(RC); - return true; -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, ChunkType * a_Chunk, bool a_IsFirstCall) -{ - if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid - { - if ((a_Chunk == NULL) || !a_Chunk->IsValid()) - { - return; - } - } - // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if - - for (typename PoweredBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end();) - { - if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) - { - itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - continue; - } - ++itr; - } - for (typename LinkedBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.end();) - { - if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) - { - itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - continue; - } - ++itr; - } - - if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ)) - { - // +- 2 to accomodate linked powered blocks - SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false); - SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false); - SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false); - SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false); - } -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -typename cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::eRedstoneDirection cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) -{ - int Dir = REDSTONE_NONE; - - BLOCKTYPE NegX = 0; - 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; -} - - - - -template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType> -bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsLeverOn(NIBBLETYPE a_BlockMeta) -{ - // Extract the ON bit from metadata and return if true if it is set: - return ((a_BlockMeta & 0x8) == 0x8); -} - - - - |