From 0aeece7fdaccc8f20e96f9560c4f4c1b5a6bc5cc Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sat, 14 Dec 2013 02:40:54 +0000 Subject: Fixes to redstone wire and torches + Wires now power blocks around the block beneath * Torches no longer power off if it is on a linked powered block * Enhanced code, split functions, etc. --- src/Simulator/RedstoneSimulator.cpp | 50 +++++++++++++++++++++++-------------- 1 file changed, 31 insertions(+), 19 deletions(-) (limited to 'src/Simulator/RedstoneSimulator.cpp') diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp index fb65a5af1..1eac48cf1 100644 --- a/src/Simulator/RedstoneSimulator.cpp +++ b/src/Simulator/RedstoneSimulator.cpp @@ -276,7 +276,7 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ; AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on - if (AreCoordsPowered(X, Y, Z)) + if (AreCoordsDirectlyPowered(X, Y, Z)) { // There was a match, torch goes off m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); @@ -323,7 +323,7 @@ void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_B AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on // See if off state torch can be turned on again - if (AreCoordsPowered(X, Y, Z)) + if (AreCoordsDirectlyPowered(X, Y, Z)) { return; // Something matches, torch still powered } @@ -410,7 +410,6 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath } else { @@ -458,10 +457,12 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet); } - - SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath } + // Wire still powered, power blocks beneath + SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE); + if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire { switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ)) @@ -820,7 +821,7 @@ void cRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ -bool cRedstoneSimulator::AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +bool cRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list { @@ -829,7 +830,15 @@ bool cRedstoneSimulator::AreCoordsPowered(int a_BlockX, int a_BlockY, int a_Bloc return true; } } + return false; +} + + + + +bool cRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) +{ for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) @@ -1174,24 +1183,27 @@ void cRedstoneSimulator::SetBlockLinkedPowered( void cRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) { - for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) { - if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) + if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { - if (itr->WasLastStatePowered != WasLastStatePowered) - { - // If power states different, erase the old listing in preparation to add new one - m_SimulatedPlayerToggleableBlocks.erase(itr); - break; - } - else - { - // If states the same, just ignore - return; - } + 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_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.WasLastStatePowered = WasLastStatePowered; -- cgit v1.2.3