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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:37:03 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:37:03 +0100
commitc3cd436ec3526962f0f0698ab2d75774247c340b (patch)
treeaf5fa89e891ede194f981399af8b830afc6dec97 /src/Simulator
parentRemoved pedantic build and added optimisation to debug builds. (diff)
parentRCONClient: Initial implementation. (diff)
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Diffstat (limited to 'src/Simulator')
-rw-r--r--src/Simulator/RedstoneSimulator.cpp1627
-rw-r--r--src/Simulator/RedstoneSimulator.h217
2 files changed, 926 insertions, 918 deletions
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp
index 8526a888e..906961490 100644
--- a/src/Simulator/RedstoneSimulator.cpp
+++ b/src/Simulator/RedstoneSimulator.cpp
@@ -3,12 +3,10 @@
#include "RedstoneSimulator.h"
#include "../BlockEntities/DropSpenserEntity.h"
+#include "../Entities/TNTEntity.h"
#include "../Blocks/BlockTorch.h"
+#include "../Blocks/BlockDoor.h"
#include "../Piston.h"
-#include "../World.h"
-#include "../BlockID.h"
-#include "../Chunk.h"
-#include "../Entities/TNTEntity.h"
@@ -31,1104 +29,1024 @@ cRedstoneSimulator::~cRedstoneSimulator()
-void cRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
+void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
- if (a_Chunk == NULL)
+ if ((a_Chunk == NULL) || !a_Chunk->IsValid())
{
return;
}
- int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
-
- // Check if any close neighbor is redstone-related:
- int MinY = (a_BlockY > 0) ? -1 : 0;
- int MaxY = (a_BlockY < cChunkDef::Height - 1) ? 1 : 0;
- for (int y = MinY; y <= MaxY; y++) for (int x = -1; x < 2; x++) for (int z = -1; z < 2; z++)
+ else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
{
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if (!a_Chunk->UnboundedRelGetBlock(RelX + x, a_BlockY + y, RelZ + z, BlockType, BlockMeta))
- {
- continue;
- }
- switch (BlockType)
- {
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- 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_LEVER:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_TRIPWIRE_HOOK:
- {
- m_Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
- return;
- }
- } // switch (BlockType)
- } // for y, x, z - neighbors
-}
-
-
-
+ return;
+ }
+ int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
-void cRedstoneSimulator::Simulate(float a_Dt)
-{
- // Toggle torches on/off
- while (!m_RefreshTorchesAround.empty())
+ if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
{
- Vector3i pos = m_RefreshTorchesAround.front();
- m_RefreshTorchesAround.pop_front();
-
- RefreshTorchesAround(pos);
+ return;
}
- // Set repeaters to correct values, and decrement ticks
- for (RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end();)
+ // Check for duplicates:
+ cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
+ for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
{
- if (--itr->Ticks > 0)
- {
- // Not yet, move to next item in the list
- ++itr;
- continue;
- }
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(itr->Position.x, itr->Position.y, itr->Position.z, BlockType, BlockMeta);
- if (itr->bPowerOn && (BlockType == E_BLOCK_REDSTONE_REPEATER_OFF))
- {
- m_World.FastSetBlock(itr->Position.x, itr->Position.y, itr->Position.z, E_BLOCK_REDSTONE_REPEATER_ON, BlockMeta);
- m_Blocks.push_back(itr->Position);
- }
- else if (!itr->bPowerOn && (BlockType == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- m_World.FastSetBlock(itr->Position.x, itr->Position.y, itr->Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, BlockMeta);
- m_Blocks.push_back(itr->Position);
- }
-
- if (itr->bPowerOffNextTime)
- {
- itr->bPowerOn = false;
- itr->bPowerOffNextTime = false;
- itr->Ticks = 10; // TODO: Look up actual ticks from block metadata
- ++itr;
- }
- else
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
{
- itr = m_SetRepeaters.erase(itr);
+ return;
}
}
- // Handle changed blocks
- {
- cCSLock Lock(m_CS);
- std::swap(m_Blocks, m_BlocksBuffer);
- }
- for (BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr)
- {
- HandleChange(*itr);
- }
- m_BlocksBuffer.clear();
+ ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
}
-void cRedstoneSimulator::RefreshTorchesAround(const Vector3i & a_BlockPos)
+void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
- static Vector3i Surroundings [] = {
- Vector3i(-1, 0, 0),
- Vector3i(1, 0, 0),
- Vector3i(0, 0,-1),
- Vector3i(0, 0, 1),
- Vector3i(0, 1, 0), // Also toggle torch on top
- };
- BLOCKTYPE TargetBlockType = E_BLOCK_REDSTONE_TORCH_ON;
- BLOCKTYPE TargetRepeaterType = E_BLOCK_REDSTONE_REPEATER_OFF;
- if (IsPowered(a_BlockPos, true))
+ cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
+ if (ChunkData.empty())
+ {
+ return;
+ }
+
+ int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
+ int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
+
+ for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
{
- TargetBlockType = E_BLOCK_REDSTONE_TORCH_OFF;
- TargetRepeaterType = E_BLOCK_REDSTONE_REPEATER_ON;
- //Make TNT Explode when it gets powered.
- if (m_World.GetBlock(a_BlockPos) == E_BLOCK_TNT)
+ BLOCKTYPE BlockType = a_Chunk->GetBlock(dataitr->x, dataitr->y, dataitr->z);
+ if (!IsAllowedBlock(BlockType))
{
- m_World.BroadcastSoundEffect("random.fuse", a_BlockPos.x * 8, a_BlockPos.y * 8, a_BlockPos.z * 8, 0.5f, 0.6f);
- m_World.SpawnPrimedTNT(a_BlockPos.x + 0.5, a_BlockPos.y + 0.5, a_BlockPos.z + 0.5, 4); // 4 seconds to boom
- m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_AIR, 0);
+ dataitr = ChunkData.erase(dataitr);
+ continue;
}
- //Turn a redstone lamp on when it gets powered.
- if (m_World.GetBlock(a_BlockPos) == E_BLOCK_REDSTONE_LAMP_OFF)
+
+ // Check to see if PoweredBlocks have invalid items (source is air or an unpowered source)
+ for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end();)
{
- m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_ON, 0);
+ sPoweredBlocks & Change = *itr;
+ BLOCKTYPE SourceBlockType = m_World.GetBlock(Change.a_SourcePos);
+
+ if (SourceBlockType != Change.a_SourceBlock)
+ {
+ itr = m_PoweredBlocks.erase(itr);
+ }
+ else if (
+ // Changeable sources
+ ((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) ||
+ ((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(m_World.GetBlockMeta(Change.a_SourcePos))) ||
+ ((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (m_World.GetBlockMeta(Change.a_SourcePos) & 0x08) == 0x08) ||
+ (((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(m_World.GetBlockMeta(Change.a_SourcePos))))
+ )
+ {
+ itr = m_PoweredBlocks.erase(itr);
+ }
+ else
+ {
+ itr++;
+ }
}
- //if (m_World.GetBlock(a_BlockPos) == E_BLOCK_DIRT)
- //{
- // m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0);
- //}
- }
- else
- {
- //Turn a redstone lamp off when it gets powered.
- if (m_World.GetBlock(a_BlockPos) == E_BLOCK_REDSTONE_LAMP_ON)
+
+ // Check to see if LinkedPoweredBlocks have invalid items: source, block powered through, or power destination block has changed
+ for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end();)
{
- m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_OFF, 0);
+ sLinkedPoweredBlocks & Change = *itr;
+ BLOCKTYPE SourceBlockType = m_World.GetBlock(Change.a_SourcePos);
+ BLOCKTYPE MiddleBlockType = m_World.GetBlock(Change.a_MiddlePos);
+
+ if (SourceBlockType != Change.a_SourceBlock)
+ {
+ itr = m_LinkedPoweredBlocks.erase(itr);
+ }
+ else if (MiddleBlockType != Change.a_MiddleBlock)
+ {
+ itr = m_LinkedPoweredBlocks.erase(itr);
+ }
+ else if (
+ // Things that can send power through a block but which depends on meta
+ ((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) ||
+ ((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(m_World.GetBlockMeta(Change.a_SourcePos))) ||
+ (((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(m_World.GetBlockMeta(Change.a_SourcePos))))
+ )
+ {
+ itr = m_LinkedPoweredBlocks.erase(itr);
+ }
+ else
+ {
+ itr++;
+ }
}
- //if (m_World.GetBlock(a_BlockPos) == E_BLOCK_STONE)
- //{
- // m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0);
- //}
- }
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
- {
- Vector3i TorchPos = a_BlockPos + Surroundings[i];
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(TorchPos.x, TorchPos.y, TorchPos.z, BlockType, BlockMeta);
+ // PoweredBlock list was fine, now to the actual handling
+ int a_X = BaseX + dataitr->x;
+ int a_Z = BaseZ + dataitr->z;
switch (BlockType)
{
- case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
+
case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
{
- if (BlockType != TargetBlockType)
- {
- if (cBlockTorchHandler::IsAttachedTo(TorchPos, BlockMeta, a_BlockPos))
- {
- m_World.FastSetBlock(TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockType, BlockMeta);
- m_Blocks.push_back(TorchPos);
- }
- }
+ HandleRedstoneTorch(a_X, dataitr->y, a_Z, BlockType);
+ break;
+ }
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_WOODEN_BUTTON:
+ {
+ HandleRedstoneButton(a_X, dataitr->y, a_Z, BlockType);
break;
}
- case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
{
- if ((BlockType != TargetRepeaterType) && IsRepeaterPointingAway(TorchPos, BlockMeta, a_BlockPos))
- {
- SetRepeater(TorchPos, 10, (TargetRepeaterType == E_BLOCK_REDSTONE_REPEATER_ON));
- }
+ HandleRedstoneRepeater(a_X, dataitr->y, a_Z, BlockType);
break;
}
- } // switch (BlockType)
- } // for i - Surroundings[]
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleChange(const Vector3i & a_BlockPos)
-{
- std::deque< Vector3i > SpreadStack;
-
- static const Vector3i Surroundings[] = {
- Vector3i(1, 0, 0),
- Vector3i(1, 1, 0),
- Vector3i(1,-1, 0),
- Vector3i(-1, 0, 0),
- Vector3i(-1, 1, 0),
- Vector3i(-1,-1, 0),
- Vector3i(0, 0, 1),
- Vector3i(0, 1, 1),
- Vector3i(0,-1, 1),
- Vector3i(0, 0,-1),
- Vector3i(0, 1,-1),
- Vector3i(0,-1,-1),
- Vector3i(0,-1, 0),
- };
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
-
- // First check whether torch should be on or off
- switch (BlockType)
- {
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- {
- static const Vector3i Surroundings [] = {
- Vector3i(-1, 0, 0),
- Vector3i(1, 0, 0),
- Vector3i(0, 0,-1),
- Vector3i(0, 0, 1),
- Vector3i(0,-1, 0),
- };
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
{
- Vector3i pos = a_BlockPos + Surroundings[i];
- BLOCKTYPE OtherBlock = m_World.GetBlock(pos);
- if (
- (OtherBlock != E_BLOCK_AIR) &&
- (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) &&
- (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF)
- )
- {
- RefreshTorchesAround(pos);
- }
+ HandlePiston(a_X, dataitr->y, a_Z);
+ break;
}
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
- break;
- } // case "torches"
-
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- {
- // Check if repeater is powered by a 'powered block' (not wires/torch)
- Vector3i Direction = GetRepeaterDirection(BlockMeta);
- Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
- BLOCKTYPE OtherBlock = m_World.GetBlock(pos);
- if (
- (OtherBlock != E_BLOCK_AIR) &&
- (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) &&
- (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) &&
- (OtherBlock != E_BLOCK_REDSTONE_WIRE)
- )
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
{
- RefreshTorchesAround(pos);
+ HandleRedstoneLamp(a_X, dataitr->y, a_Z, BlockType);
+ break;
}
- else
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
{
- SetRepeater(a_BlockPos, 10, IsPowered(a_BlockPos, false));
+ HandleDropSpenser(a_X, dataitr->y, a_Z);
+ break;
+ }
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ {
+ HandleDoor(a_X, dataitr->y, a_Z);
+ break;
+ }
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ HandleRail(a_X, dataitr->y, a_Z, BlockType);
+ break;
}
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
- break;
}
- } // switch (BlockType)
- BlockList Sources;
- switch (BlockType)
+ ++dataitr;
+ }
+}
+
+
+
+
+
+void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
+{
+ static const struct // Define which directions the torch can power
{
- case E_BLOCK_REDSTONE_TORCH_ON:
+ 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_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 torch is still on, use it as a source
- Sources.push_back(a_BlockPos);
- break;
+ // There was a match, torch goes off
+ // FastSetBlock so the server doesn't fail an assert -_-
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
+ return;
}
-
- case E_BLOCK_REDSTONE_REPEATER_ON:
+
+ // Torch still on, make all 4(X, Z) + 1(Y) sides powered
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
- // Repeater only spreads charge right in front, and up to one block up:
- static const Vector3i Surroundings [] = {
- Vector3i(0, 0, 0),
- Vector3i(0, 1, 0),
- };
- Vector3i Direction = GetRepeaterDirection(BlockMeta);
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
+ BLOCKTYPE Type = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z);
+ if (i < ARRAYCOUNT(gCrossCoords) - 1) // Sides of torch, not top (top is last)
{
- Vector3i pos = a_BlockPos + Direction + Surroundings[i];
- if (PowerBlock(pos, a_BlockPos, 0xf))
+ if (
+ ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc.
+ (!Vector3i(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
+ )
{
- SpreadStack.push_back(pos);
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
}
}
- break;
- } // case E_BLOCK_REDSTONE_REPEATER_ON
-
- case E_BLOCK_LEVER:
- {
- // Adding lever to the source queue
- if (cRedstoneSimulator::IsLeverOn(BlockMeta))
+ else
{
- Sources.push_back(a_BlockPos);
+ // Top side, power whatever is there, including blocks
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
}
- break;
- } // case E_BLOCK_LEVER
- } // switch (BlockType)
+ }
- // Power all blocks legally connected to the sources
- if (BlockType != E_BLOCK_REDSTONE_REPEATER_ON)
- {
- BlockList NewSources = RemoveCurrent(a_BlockPos);
- Sources.insert(Sources.end(), NewSources.begin(), NewSources.end());
- while (!Sources.empty())
+ if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If not (i.e. on wall), power block beneath
{
- Vector3i SourcePos = Sources.back();
- Sources.pop_back();
+ BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(SourcePos.x, SourcePos.y, SourcePos.z, BlockType, BlockMeta);
- switch (BlockType)
+ if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though!
{
- case E_BLOCK_LEVER: // Treating lever as a torch
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- static Vector3i Surroundings [] = {
- Vector3i(-1, 0, 0),
- Vector3i(1, 0, 0),
- Vector3i(0, 0,-1),
- Vector3i(0, 0, 1),
- };
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
- {
- Vector3i OtherPos = SourcePos + Surroundings[i];
- if (PowerBlock(OtherPos, a_BlockPos, 0xf))
- {
- SpreadStack.push_back(OtherPos); // Changed, so add to stack
- }
- }
- break;
- }
-
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- static Vector3i Surroundings [] = {
- Vector3i(0, 0, 0),
- Vector3i(0, 1, 0),
- };
- Vector3i Direction = GetRepeaterDirection(BlockMeta);
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
- {
- Vector3i pos = SourcePos + Direction + Surroundings[i];
- if (PowerBlock(pos, a_BlockPos, 0xf))
- {
- SpreadStack.push_back(pos);
- }
- }
- break;
- }
- } // switch (BlockType)
- } // while (Sources[])
- } // if (!repeater_on)
-
- // Do a floodfill
- while (!SpreadStack.empty())
+ SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
+ }
+ }
+ }
+ else
{
- Vector3i pos = SpreadStack.back();
- SpreadStack.pop_back();
- NIBBLETYPE Meta = m_World.GetBlockMeta(pos);
+ // Check if the block the torch is on is powered
+ 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
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
+ // See if off state torch can be turned on again
+ if (AreCoordsPowered(X, Y, Z))
{
- Vector3i OtherPos = pos + Surroundings[i];
- if (PowerBlock(OtherPos, pos, Meta - 1))
- {
- SpreadStack.push_back(OtherPos); // Changed, so add to stack
- }
+ return; // Something matches, torch still powered
}
+
+ // Block torch on not powered, can be turned on again!
+ // FastSetBlock so the server doesn't fail an assert -_-
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
}
+ return;
+}
- // Only after a redstone area has been completely simulated the redstone entities can react
- while (!m_RefreshPistons.empty())
- {
- Vector3i pos = m_RefreshPistons.back();
- m_RefreshPistons.pop_back();
- BLOCKTYPE BlockType = m_World.GetBlock(pos);
- switch (BlockType)
- {
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- if (IsPowered(pos))
- {
- cPiston Piston(&m_World);
- Piston.ExtendPiston(pos.x, pos.y, pos.z);
- }
- else
- {
- cPiston Piston(&m_World);
- Piston.RetractPiston(pos.x, pos.y, pos.z);
- }
- break;
- }
- } // switch (BlockType)
- } // while (m_RefreshPistons[])
- while (!m_RefreshDropSpensers.empty())
- {
- Vector3i pos = m_RefreshDropSpensers.back();
- m_RefreshDropSpensers.pop_back();
- BLOCKTYPE BlockType = m_World.GetBlock(pos);
- if ((BlockType == E_BLOCK_DISPENSER) || (BlockType == E_BLOCK_DROPPER))
- {
- class cSetPowerToDropSpenser :
- public cDropSpenserCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
- {
- a_DropSpenser->SetRedstonePower(m_IsPowered);
- return false;
- }
- } DrSpSP(IsPowered(pos));
- m_World.DoWithDropSpenserAt(pos.x, pos.y, pos.z, DrSpSP);
- }
+
+void cRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ static const struct // Define which directions the redstone block can power
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 0, 0, 0}, // Oh, anomalous redstone. Only block that powers itself
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ { 0, 1, 0},
+ { 0,-1, 0},
+ } ;
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ // Power everything
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE);
}
+ return;
}
-bool cRedstoneSimulator::PowerBlock(const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power)
+void cRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ)
{
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
- switch (BlockType)
+ if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
{
- case E_BLOCK_REDSTONE_WIRE:
- {
- if (BlockMeta < a_Power)
- {
- m_World.SetBlockMeta(a_BlockPos, a_Power);
- return true;
- }
- break;
- }
-
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
+ static const struct // Define which directions the redstone lever can power (all sides)
{
- m_RefreshPistons.push_back(a_BlockPos);
- break;
- }
-
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- m_RefreshDropSpensers.push_back(a_BlockPos);
- break;
- }
-
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
+ int x, y, z;
+ } gCrossCoords[] =
{
- if (IsRepeaterPointingAway(a_BlockPos, BlockMeta, a_FromBlock))
- {
- SetRepeater(a_BlockPos, 10, true);
- }
- break;
- }
-
- case E_BLOCK_REDSTONE_LAMP_OFF:
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ { 0, 1, 0},
+ { 0,-1, 0},
+ } ;
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
- m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_ON, 0);
- break;
+ // Power everything
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER);
}
- case E_BLOCK_TNT:
- {
- m_World.BroadcastSoundEffect("random.fuse", a_BlockPos.x * 8, a_BlockPos.y * 8, a_BlockPos.z * 8, 0.5f, 0.6f);
- m_World.SpawnPrimedTNT(a_BlockPos.x + 0.5, a_BlockPos.y + 0.5, a_BlockPos.z + 0.5, 4); // 4 seconds to boom
- m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_AIR, 0);
- break;
- }
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_LEVER);
+ }
+ return;
+}
- default:
+
+
+
+
+void cRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
+{
+ if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ static const struct // Define which directions the redstone button can power (all sides)
{
- if (
- (BlockType != E_BLOCK_AIR) &&
- (BlockType != E_BLOCK_REDSTONE_TORCH_ON) &&
- (BlockType != E_BLOCK_REDSTONE_TORCH_OFF) &&
- (BlockType != E_BLOCK_LEVER) // Treating lever as a torch, for refreshing
- )
- {
- if (IsPowered(a_BlockPos, true))
- {
- m_RefreshTorchesAround.push_back(a_BlockPos);
- }
- }
- break;
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ { 0, 1, 0},
+ { 0,-1, 0},
+ } ;
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ // Power everything
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_BlockType);
}
- } // switch (BlockType)
- return false;
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, a_BlockType);
+ }
}
-int cRedstoneSimulator::UnPowerBlock(const Vector3i & a_BlockPos, const Vector3i & a_FromBlock)
+void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ)
{
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if ((a_BlockPos.y < 0) || (a_BlockPos.y >= cChunkDef::Height))
+ static const struct // Define which directions the wire can receive power from
{
- return 0;
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ { 1, 1, 0}, // From here to end, check for wire placed on sides of blocks
+ {-1, 1, 0},
+ { 0, 1, 1},
+ { 0, 1, -1},
+ { 1,-1, 0},
+ {-1,-1, 0},
+ { 0,-1, 1},
+ { 0,-1, -1},
+ } ;
+
+ // Check to see if directly beside a power source
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
}
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
- switch (BlockType)
+ else
{
- case E_BLOCK_REDSTONE_WIRE:
+ NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ int TimesMetaSmaller = 0, TimesFoundAWire = 0;
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
{
- if (BlockMeta > 0)
+ BLOCKTYPE SurroundType;
+ NIBBLETYPE SurroundMeta;
+ m_World.GetBlockTypeMeta(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, SurroundType, SurroundMeta);
+
+ if (SurroundType == E_BLOCK_REDSTONE_WIRE)
{
- m_World.SetBlockMeta(a_BlockPos, 0);
- return 1;
- }
- break;
- }
-
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- m_RefreshPistons.push_back(a_BlockPos);
- break;
- }
+ TimesFoundAWire++;
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- m_RefreshDropSpensers.push_back(a_BlockPos);
- break;
+ if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking
+ {
+ if (SurroundMeta > MyMeta) // Does surrounding wire have a higher power level than self?
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, SurroundMeta - 1);
+ }
+ }
+
+ if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's
+ {
+ TimesMetaSmaller++;
+ }
+ }
}
-
- case E_BLOCK_REDSTONE_TORCH_ON:
+
+ if (TimesMetaSmaller == TimesFoundAWire)
{
- return 2;
- break;
- }
-
- case E_BLOCK_LEVER:
+ // All surrounding metas were smaller - self must have been a wire that was
+ // transferring power to other wires around.
+ // However, self not directly powered anymore, so source must have been removed,
+ // therefore, self must be set to meta zero
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
+ }
+ }
+
+ if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
+ {
+ //SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // No matter what, block underneath gets powered
+
+ switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
{
- // Check if lever is ON. If it is, report it back as a source
- if (cRedstoneSimulator::IsLeverOn(BlockMeta))
+ case REDSTONE_NONE:
{
- return 2;
+ static const struct // Define which directions the redstone wire can power
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0}, // Power block in front
+ { 2, 0, 0}, // Power block in front of that (strongly power)
+ {-1, 0, 0},
+ {-2, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, 2},
+ { 0, 0, -1},
+ { 0, 0, -2},
+ { 0, 1, 0},
+ { 0, 2, 0},
+ { 0,-1, 0},
+ { 0,-2, 0},
+ } ;
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ // Power if block is solid, CURRENTLY all mechanisms are solid
+ if (g_BlockIsSolid[m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z)])
+ {
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ }
+ }
+ break;
}
- break;
- }
-
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- if (
- IsRepeaterPointingTo(a_BlockPos, BlockMeta, a_FromBlock) || // Repeater is next to wire
- IsRepeaterPointingTo(a_BlockPos, BlockMeta, a_FromBlock - Vector3i(0, 1, 0)) // Repeater is below wire
- )
+ case REDSTONE_X_POS:
{
- return 2;
+ if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
+ {
+ SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ }
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
+ break;
}
- else if (IsRepeaterPointingAway(a_BlockPos, BlockMeta, a_FromBlock))
+ case REDSTONE_X_NEG:
{
- SetRepeater(a_BlockPos, 10, false);
+ if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) != E_BLOCK_REDSTONE_WIRE)
+ {
+ SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ }
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
+ break;
}
- // fall-through:
- }
-
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- {
- if (IsRepeaterPointingAway(a_BlockPos, BlockMeta, a_FromBlock))
+ case REDSTONE_Z_POS:
{
- SetRepeater(a_BlockPos, 10, false);
+ if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) != E_BLOCK_REDSTONE_WIRE)
+ {
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ }
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
+ break;
}
- break;
- }
-
- case E_BLOCK_REDSTONE_LAMP_ON:
- {
- m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_OFF, 0);
- break;
- }
-
- default:
- {
- if (
- (BlockType != E_BLOCK_AIR) &&
- (BlockType != E_BLOCK_REDSTONE_TORCH_ON) &&
- (BlockType != E_BLOCK_REDSTONE_TORCH_OFF) &&
- (BlockType != E_BLOCK_LEVER)
- )
+ case REDSTONE_Z_NEG:
{
- if (!IsPowered(a_BlockPos, true))
+ if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1) != E_BLOCK_REDSTONE_WIRE)
{
- m_RefreshTorchesAround.push_back(a_BlockPos);
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
}
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
+ break;
}
- break;
}
- } // switch (BlockType)
-
- return 0;
+ }
+ return;
}
-// Removes current from all powered redstone wires until it reaches an energy source.
-// Also returns all energy sources it encountered
-cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent(const Vector3i & a_BlockPos)
+void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
{
-
-
- std::deque< Vector3i > SpreadStack;
- std::deque< Vector3i > FoundSources;
-
- Vector3i Surroundings[] = {
- Vector3i(1, 0, 0),
- Vector3i(1, 1, 0),
- Vector3i(1,-1, 0),
- Vector3i(-1, 0, 0),
- Vector3i(-1, 1, 0),
- Vector3i(-1,-1, 0),
- Vector3i(0, 0, 1),
- Vector3i(0, 1, 1),
- Vector3i(0,-1, 1),
- Vector3i(0, 0,-1),
- Vector3i(0, 1,-1),
- Vector3i(0,-1,-1),
- Vector3i(0,-1, 0),
- };
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
- switch (BlockType)
+ NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ if (a_MyState == E_BLOCK_REDSTONE_REPEATER_OFF)
{
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
+ if (IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
{
- // Repeaters only spread to their front front and 0 or 1 block up
- static Vector3i Surroundings [] = {
- Vector3i(0, 0, 0),
- Vector3i(0, 1, 0),
- };
- Vector3i Direction = GetRepeaterDirection(BlockMeta);
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta);
+ switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
- Vector3i pos = a_BlockPos + Direction + Surroundings[i];
- int RetVal = UnPowerBlock(pos, a_BlockPos);
- if (RetVal == 1)
+ case 0x0:
{
- // Changed, so add to stack
- SpreadStack.push_back(pos);
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
}
- else if (RetVal == 2)
+ case 0x1:
{
- FoundSources.push_back(pos);
+ SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
}
- }
- break;
- }
-
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_LEVER:
- {
- static Vector3i Surroundings [] = { // Torches only spread on the same level
- Vector3i(-1, 0, 0),
- Vector3i(1, 0, 0),
- Vector3i(0, 0,-1),
- Vector3i(0, 0, 1),
- };
-
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
- {
- Vector3i pos = Vector3i(a_BlockPos) + Surroundings[i];
- int RetVal = UnPowerBlock(pos, a_BlockPos);
- if (RetVal == 1)
+ case 0x2:
{
- SpreadStack.push_back(pos); // Changed, so add to stack
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
}
- else if (RetVal == 2)
+ case 0x3:
{
- FoundSources.push_back(pos);
+ SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
}
}
- break;
}
-
- default:
+ }
+ else
+ {
+ if (!IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3))
{
- SpreadStack.push_back(a_BlockPos);
- break;
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
}
- } // switch (BlockType)
+ }
+ return;
+}
+
+
+
+
+
+void cRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ cPiston Piston(&m_World);
+ Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ else
+ {
+ cPiston Piston(&m_World);
+ Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ return;
+}
+
+
- while (!SpreadStack.empty())
+
+void cRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ class cSetPowerToDropSpenser :
+ public cDropSpenserCallback
{
- Vector3i pos = SpreadStack.back();
- SpreadStack.pop_back();
+ bool m_IsPowered;
+ public:
+ cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
+ {
+ a_DropSpenser->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } DrSpSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ));
+
+ m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP);
+ return;
+}
+
+
- for (unsigned int i = 0; i < ARRAYCOUNT(Surroundings); ++i)
+
+
+void cRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
+{
+ if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
+ {
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
{
- Vector3i OtherPos = pos + Surroundings[i];
- int RetVal = UnPowerBlock(OtherPos, pos);
- if (RetVal == 1)
- {
- SpreadStack.push_back(OtherPos); // Changed, so add to stack
- }
- else if (RetVal == 2)
- {
- FoundSources.push_back(OtherPos);
- }
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
+ }
+ }
+ else
+ {
+ if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
}
}
+ return;
+}
+
+
+
+
- return FoundSources;
+void cRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
+ m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
+ m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ }
+ return;
}
-bool cRedstoneSimulator::IsPowering(const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire)
+void cRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ)
{
- BLOCKTYPE PowerBlock;
- NIBBLETYPE PowerMeta;
- m_World.GetBlockTypeMeta(a_PowerPos.x, a_PowerPos.y, a_PowerPos.z, PowerBlock, PowerMeta);
-
- // Filter out powering blocks for a_bOnlyByWire
- if (
- !a_bOnlyByWire && (
- (PowerBlock == E_BLOCK_REDSTONE_TORCH_ON) ||
- (PowerBlock == E_BLOCK_LEVER)
- )
- )
+ if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
{
- return true;
+ // Block position is located at top half of door
+ // Is Y - 1 both within world boundaries, a door block, and the bottom half of a door?
+ // The bottom half stores the open/closed information
+ if (
+ (a_BlockY - 1 >= 0) &&
+ ((m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_WOODEN_DOOR) || (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_IRON_DOOR)) &&
+ (m_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ & 0x08) == 0)
+ )
+ {
+ if ((m_World.GetBlockMeta(a_BlockX, a_BlockY - 1, a_BlockZ) & 0x04) == 0) // Closed door?
+ {
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Powered? If so, toggle open
+ {
+ cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
+ }
+ }
+ else // Opened door
+ {
+ if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Unpowered? Close if so
+ {
+ cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
+ }
+ }
+ }
}
-
- switch (PowerBlock)
+ else
{
- case E_BLOCK_REDSTONE_REPEATER_ON:
+ if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x04) == 0) // Closed door?
{
- // A repeater pointing towards block is regarded as wire
- if (IsRepeaterPointingTo(a_PowerPos, PowerMeta, a_BlockPos))
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Powered? If so, toggle open
{
- return true;
+ cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
}
- break;
}
-
- case E_BLOCK_REDSTONE_WIRE:
+ else // Opened door
{
- if (PowerMeta > 0)
+ if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) // Unpowered? Close if so
{
- if (GetWireDirection(a_PowerPos) == a_WireDirection)
- {
- return true;
- }
+ cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
}
- break;
}
- } // switch (PowerBlock)
-
- return false;
+ }
+ return;
}
-bool cRedstoneSimulator::IsPowered(const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */)
+void cRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
{
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, BlockType, BlockMeta);
- if ((BlockType == E_BLOCK_REDSTONE_REPEATER_OFF) || (BlockType == E_BLOCK_REDSTONE_REPEATER_ON))
+ switch (a_MyType)
{
- Vector3i Behind = a_BlockPos - GetRepeaterDirection(BlockMeta);
- BLOCKTYPE BehindBlock;
- NIBBLETYPE BehindMeta;
- m_World.GetBlockTypeMeta(Behind.x, Behind.y, Behind.z, BehindBlock, BehindMeta);
- switch (BehindBlock)
+ case E_BLOCK_DETECTOR_RAIL:
{
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_LEVER:
+ if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
{
- // _X: TODO: Shouldn't a lever be checked if it is switched on?
- return true;
+ static const struct // Define which directions the rail can power (all sides)
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ { 0, 1, 0},
+ { 0,-1, 0},
+ } ;
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ // Power everything
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_MyType);
+ }
}
- case E_BLOCK_REDSTONE_WIRE:
+ break;
+ }
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
{
- return (BehindMeta > 0);
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08);
}
- case E_BLOCK_REDSTONE_REPEATER_ON:
+ else
{
- return IsRepeaterPointingTo(Behind, BehindMeta, a_BlockPos);
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07);
}
- } // switch (BehindBlock)
- return false;
- }
-
- if (IsPowering(Vector3i(a_BlockPos.x - 1, a_BlockPos.y, a_BlockPos.z), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire))
- {
- return true;
- }
- if (IsPowering(Vector3i(a_BlockPos.x + 1, a_BlockPos.y, a_BlockPos.z), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire))
- {
- return true;
- }
- if (IsPowering(Vector3i(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z - 1), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire))
- {
- return true;
- }
- if (IsPowering(Vector3i(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z + 1), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire))
- {
- return true;
- }
-
- // Only wires can power the bottom block
- BLOCKTYPE PosYType;
- NIBBLETYPE PosYMeta;
- m_World.GetBlockTypeMeta(a_BlockPos.x, a_BlockPos.y + 1, a_BlockPos.z, PosYType, PosYMeta);
- if (PosYType == E_BLOCK_REDSTONE_WIRE)
- {
- return (PosYMeta > 0);
+ break;
+ }
}
-
- return false;
}
-// Believe me, it works!! TODO: Add repeaters and low/high wires
-cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- int Dir = REDSTONE_NONE;
- BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
- if (
- (NegX == E_BLOCK_REDSTONE_WIRE) ||
- (NegX == E_BLOCK_REDSTONE_TORCH_ON) ||
- (NegX == E_BLOCK_LEVER)
- )
- {
- Dir |= (REDSTONE_X_POS);
- }
-
- BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
- if (
- (PosX == E_BLOCK_REDSTONE_WIRE) ||
- (PosX == E_BLOCK_REDSTONE_TORCH_ON) ||
- (PosX == E_BLOCK_LEVER)
- )
- {
- Dir |= (REDSTONE_X_NEG);
- }
-
- BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
- if (
- (NegZ == E_BLOCK_REDSTONE_WIRE) ||
- (NegZ == E_BLOCK_REDSTONE_TORCH_ON) ||
- (NegZ == E_BLOCK_LEVER)
- )
+bool cRedstoneSimulator::AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
{
- 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
+ sPoweredBlocks & Change = *itr;
+
+ if (Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
- Dir ^= REDSTONE_X_NEG;
- Dir |= REDSTONE_X_POS;
+ return true;
}
- Dir |= REDSTONE_Z_POS;
}
-
- BLOCKTYPE PosZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
- if (
- (PosZ == E_BLOCK_REDSTONE_WIRE) ||
- (PosZ == E_BLOCK_REDSTONE_TORCH_ON) ||
- (PosZ == E_BLOCK_LEVER)
- )
+
+ for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
{
- 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
+ sLinkedPoweredBlocks & Change = *itr;
+
+ if (Change.a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
- Dir ^= REDSTONE_X_NEG;
- Dir |= REDSTONE_X_POS;
+ return true;
}
- Dir |= REDSTONE_Z_NEG;
}
-
- return (eRedstoneDirection)Dir;
+ return false;
}
-bool cRedstoneSimulator::IsRepeaterPointingTo(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos)
+bool cRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
{
- switch (a_MetaData & 0x3)
+ // Check through powered blocks list
+ for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
{
- case 0x0:
+ sPoweredBlocks & Change = *itr;
+
+ switch (a_Meta)
{
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0, 1)))
+ case 0x0:
{
- return true;
+ // Flip the coords to check the back of the repeater
+ if (Change.a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
+ break;
}
- break;
- }
-
- case 0x1:
- {
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)))
+ case 0x1:
+ {
+ if (Change.a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
{
- return true;
+ if (Change.a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
+ break;
}
- break;
- }
-
- case 0x2:
- {
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0,-1)))
+ case 0x3:
{
- return true;
+ if (Change.a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
}
- break;
}
-
- case 0x3:
+ }
+
+ // Check linked powered list, 'middle' blocks
+ for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
+ {
+ sLinkedPoweredBlocks & Change = *itr;
+
+ switch (a_Meta)
{
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(1, 0, 0)))
+ case 0x0:
{
- return true;
+ if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (Change.a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
}
- break;
}
}
- return false;
+ return false; // Couldn't find power source behind repeater
}
-bool cRedstoneSimulator::IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos)
+void cRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType)
{
- switch (a_MetaData & 0x3)
+ switch (a_Direction)
{
- case 0x0:
+ case BLOCK_FACE_XM:
{
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0,-1)))
- {
- return true;
- }
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
+ if (!g_BlockIsSolid[MiddleBlock]) { return; }
+
+ SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
break;
}
-
- case 0x1:
+ case BLOCK_FACE_XP:
{
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(1, 0, 0)))
- {
- return true;
- }
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
+ if (!g_BlockIsSolid[MiddleBlock]) { return; }
+
+ SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
break;
}
-
- case 0x2:
+ case BLOCK_FACE_YM:
{
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(0, 0, 1)))
- {
- return true;
- }
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+ if (!g_BlockIsSolid[MiddleBlock]) { return; }
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
break;
}
-
- case 0x3:
+ case BLOCK_FACE_YP:
{
- if ((a_RepeaterPos - a_BlockPos).Equals(Vector3i(-1, 0, 0)))
- {
- return true;
- }
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
+ if (!g_BlockIsSolid[MiddleBlock]) { return; }
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ break;
+ }
+ case BLOCK_FACE_ZM:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
+ if (!g_BlockIsSolid[MiddleBlock]) { return; }
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ break;
+ }
+ case BLOCK_FACE_ZP:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
+ if (!g_BlockIsSolid[MiddleBlock]) { return; }
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ break;
+ }
+ default:
+ {
+ ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!");
break;
}
}
- return false;
+ return;
}
-NIBBLETYPE cRedstoneSimulator::RepeaterRotationToMetaData(double a_Rotation)
+void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
{
- a_Rotation += 90 + 45; // So its not aligned with axis
- if (a_Rotation > 360)
- {
- a_Rotation -= 360;
- }
-
- if ((a_Rotation >= 0) && (a_Rotation < 90))
- {
- return 0x1;
- }
- else if ((a_Rotation >= 180) && (a_Rotation < 270))
- {
- return 0x3;
- }
- else if ((a_Rotation >= 90) && (a_Rotation < 180))
- {
- return 0x2;
- }
- else
- {
- return 0x0;
- }
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
+
+ sPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
+ RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
+ RC.a_SourceBlock = a_SourceBlock;
+ m_PoweredBlocks.push_back(RC);
+ return;
}
-Vector3i cRedstoneSimulator::GetRepeaterDirection(NIBBLETYPE a_MetaData)
+void cRedstoneSimulator::SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ,
+ int a_MiddleX, int a_MiddleY, int a_MiddleZ,
+ int a_SourceX, int a_SourceY, int a_SourceZ,
+ BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddleBlock
+ )
{
- switch (a_MetaData & 0x3)
- {
- case 0x0: return Vector3i(0, 0,-1);
- case 0x1: return Vector3i(1, 0, 0);
- case 0x2: return Vector3i(0, 0, 1);
- case 0x3: return Vector3i(-1, 0, 0);
- }
- return Vector3i();
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
+
+ sLinkedPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
+ RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ);
+ RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
+ RC.a_SourceBlock = a_SourceBlock;
+ RC.a_MiddleBlock = a_MiddleBlock;
+ m_LinkedPoweredBlocks.push_back(RC);
+ return;
}
-NIBBLETYPE cRedstoneSimulator::LeverDirectionToMetaData(char a_Dir)
+cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
{
- // Determine lever direction:
- switch (a_Dir)
+ int Dir = REDSTONE_NONE;
+
+ BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
+ if (IsPotentialSource(NegX))
+ {
+ Dir |= (REDSTONE_X_POS);
+ }
+
+ BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
+ if (IsPotentialSource(PosX))
{
- case BLOCK_FACE_TOP: return 0x6;
- case BLOCK_FACE_EAST: return 0x1;
- case BLOCK_FACE_WEST: return 0x2;
- case BLOCK_FACE_SOUTH: return 0x3;
- case BLOCK_FACE_NORTH: return 0x4;
- case BLOCK_FACE_BOTTOM: return 0x0;
- default: return 0x6;
+ Dir |= (REDSTONE_X_NEG);
}
-}
-
-
-
-
-
-bool cRedstoneSimulator::IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos)
-{
- // Extract the metadata and ask the lower level:
- return IsLeverOn(a_World->GetBlockMeta(a_BlockPos));
+
+ BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
+ 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 = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
+ 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;
}
@@ -1145,32 +1063,9 @@ bool cRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
-void cRedstoneSimulator::SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn)
+bool cRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta)
{
- for (RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr)
- {
- sRepeaterChange & Change = *itr;
- if (Change.Position.Equals(a_Position))
- {
- if (Change.bPowerOn && !a_bPowerOn)
- {
- Change.bPowerOffNextTime = true;
- }
- if (a_bPowerOn)
- {
- Change.bPowerOffNextTime = false;
- }
- Change.bPowerOn |= a_bPowerOn;
- return;
- }
- }
-
- sRepeaterChange RC;
- RC.Position = a_Position;
- RC.Ticks = a_Ticks;
- RC.bPowerOn = a_bPowerOn;
- RC.bPowerOffNextTime = false;
- m_SetRepeaters.push_back(RC);
+ return IsLeverOn(a_BlockMeta);
}
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index c0d5795c7..d68c6daeb 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -3,6 +3,9 @@
#include "Simulator.h"
+/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
+typedef cCoordWithIntList cRedstoneSimulatorChunkData;
+
@@ -12,13 +15,13 @@ class cRedstoneSimulator :
{
typedef cSimulator super;
public:
+
cRedstoneSimulator(cWorld & a_World);
~cRedstoneSimulator();
- virtual void Simulate( float a_Dt ) override;
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return true; }
-
- virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+ virtual void Simulate(float a_Dt) override {}; // Not used in this simulator
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
enum eRedstoneDirection
{
@@ -31,56 +34,166 @@ public:
eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
eRedstoneDirection GetWireDirection(const Vector3i & a_Pos) { return GetWireDirection(a_Pos.x, a_Pos.y, a_Pos.z); }
- static bool IsRepeaterPointingTo (const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
- static bool IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
- static NIBBLETYPE RepeaterRotationToMetaData(double a_Rotation);
- static Vector3i GetRepeaterDirection(NIBBLETYPE a_MetaData);
- static NIBBLETYPE LeverDirectionToMetaData(char a_Dir);
- static bool IsLeverOn(cWorld * a_World, const Vector3i & a_BlockPos);
- static bool IsLeverOn(NIBBLETYPE a_BlockMeta);
-
-
private:
- struct sRepeaterChange
+
+ struct sPoweredBlocks // Define structure of the directly powered blocks list
{
- Vector3i Position;
- int Ticks;
- bool bPowerOn;
- bool bPowerOffNextTime;
+ Vector3i a_BlockPos; // Position of powered block
+ Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
+ BLOCKTYPE a_SourceBlock; // The source block type (for pistons pushing away sources and replacing with non source etc.)
};
- typedef std::deque <Vector3i> BlockList;
-
- typedef std::deque< sRepeaterChange > RepeaterList;
- RepeaterList m_SetRepeaters;
-
- void SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn);
-
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {}
-
- void HandleChange( const Vector3i & a_BlockPos );
- BlockList RemoveCurrent( const Vector3i & a_BlockPos );
-
- bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
- int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );
-
- bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
- bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
-
- BlockList m_Blocks;
- BlockList m_BlocksBuffer;
-
- BlockList m_RefreshPistons;
- BlockList m_RefreshDropSpensers;
-
- BlockList m_RefreshTorchesAround;
+ struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
+ {
+ Vector3i a_BlockPos;
+ Vector3i a_MiddlePos;
+ Vector3i a_SourcePos;
+ BLOCKTYPE a_SourceBlock;
+ BLOCKTYPE a_MiddleBlock;
+ };
- void RefreshTorchesAround( const Vector3i & a_BlockPos );
-
- // TODO: The entire simulator is synchronized, no need to lock data structures; remove this
- cCriticalSection m_CS;
-};
-
-
-
-
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+
+ PoweredBlocksList m_PoweredBlocks;
+ LinkedBlocksList m_LinkedPoweredBlocks;
+
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+
+ // 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 ====== */
+ ///<summary>Handles the redstone torch</summary>
+ void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ ///<summary>Handles the redstone block</summary>
+ void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles levers</summary>
+ void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles buttons</summary>
+ void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ ///<summary>Handles redstone wire</summary>
+ void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles repeaters</summary>
+ void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ ///<summary>Handles pistons</summary>
+ void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles dispensers and droppers</summary>
+ void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles TNT (exploding)</summary>
+ void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles redstone lamps</summary>
+ void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ ///<summary>Handles doords</summary>
+ void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ ///<summary>Handles activator, detector, and powered rails</summary>
+ void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
+ /* ===================== */
+
+ /* ====== Helper functions ====== */
+ void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
+ void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
+ void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType);
+
+ bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+
+ bool IsLeverOn(NIBBLETYPE a_BlockMeta);
+ bool IsButtonOn(NIBBLETYPE a_BlockMeta);
+ /* ============================== */
+
+ inline static bool IsMechanism(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_TNT:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ inline static bool IsPotentialSource(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_INACTIVE_COMPARATOR:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ inline static bool IsRedstone(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ // All redstone devices, please alpha sort
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ 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_LEVER:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_NOTE_BLOCK:
+ 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_STICKY_PISTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_TRIPWIRE_HOOK:
+ 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;
+ }
+ }
+}; \ No newline at end of file