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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp264
1 files changed, 105 insertions, 159 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index eff11bd01..183c527ca 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -59,19 +59,21 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
int RelZ = 0;
BLOCKTYPE Block;
NIBBLETYPE Meta;
+ cChunk * Chunk;
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);
- a_OtherChunk->SetIsRedstoneDirty(true);
+ Chunk = a_OtherChunk;
}
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);
+ Chunk = a_Chunk;
}
// 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
@@ -90,7 +92,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -105,9 +107,25 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
+ else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
+ {
+ if (!m_World.IsChunkLighted(Chunk->GetPosX(), Chunk->GetPosZ()))
+ {
+ m_World.QueueLightChunk(Chunk->GetPosX(), Chunk->GetPosZ());
+ }
+ else
+ {
+ if (Chunk->GetTimeAlteredLight(Chunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7)
+ {
+ itr = PoweredBlocks->erase(itr);
+ Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ }
+ }
++itr;
}
@@ -121,7 +139,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -135,7 +153,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -145,7 +163,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -253,6 +271,8 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
ShouldUpdateSimulateOnceBlocks = true;
}
+ HandleRedstoneRepeaterDelays();
+
for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
{
if (dataitr->DataTwo)
@@ -264,26 +284,6 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
switch (dataitr->Data)
{
case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
-
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- bool FoundItem = false;
- for (RepeatersDelayList::iterator repeateritr = m_RepeatersDelayList->begin(); repeateritr != m_RepeatersDelayList->end(); ++repeateritr)
- {
- if (repeateritr->a_RelBlockPos == Vector3i(dataitr->x, dataitr->y, dataitr->z))
- {
- HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, repeateritr);
- FoundItem = true;
- break;
- }
- }
- if (!FoundItem && ShouldUpdateSimulateOnceBlocks)
- {
- HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, m_RepeatersDelayList->end());
- }
- break;
- }
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
@@ -339,6 +339,11 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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);
+ }
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
{
@@ -493,29 +498,10 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_R
{
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- NIBBLETYPE Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta);
- switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered()
- {
- case BLOCK_FACE_YP:
- case BLOCK_FACE_XP:
- case BLOCK_FACE_ZP:
- {
- Dir--;
- break;
- }
- case BLOCK_FACE_XM:
- case BLOCK_FACE_ZM:
- case BLOCK_FACE_YM:
- {
- Dir++;
- break;
- }
- default:
- {
- ASSERT(!"Unhandled lever metadata!");
- return;
- }
- }
+ eBlockFace Dir = cBlockLeverHandler::BlockMetaDataToBlockFace(Meta);
+
+ Dir = ReverseBlockFace(Dir);
+
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
}
}
@@ -528,8 +514,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBl
{
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- cChunkInterface ChunkInterface(m_World.GetChunkMap());
- NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
{
@@ -562,27 +547,8 @@ void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_
{
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- NIBBLETYPE Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta);
- switch (Dir) // Now, flip the direction into the type used by SetBlockLinkedPowered()
- {
- case BLOCK_FACE_XP:
- case BLOCK_FACE_ZP:
- {
- Dir--;
- break;
- }
- case BLOCK_FACE_XM:
- case BLOCK_FACE_ZM:
- {
- Dir++;
- break;
- }
- default:
- {
- ASSERT(!"Unhandled button metadata!");
- return;
- }
- }
+ eBlockFace Dir = cBlockButtonHandler::BlockMetaDataToBlockFace(Meta);
+ Dir = ReverseBlockFace(Dir);
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
}
}
@@ -749,7 +715,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_Re
-void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr)
+void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
{
/* Repeater Orientation Mini Guide:
===================================
@@ -776,102 +742,79 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
- bool WereItrsChanged = false;
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.
{
- WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
+ QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
}
else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
{
- WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
- }
- else
- {
- return;
+ QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
}
}
- else
- {
- return;
- }
+}
- if (WereItrsChanged)
+void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
+{
+ for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); itr++)
{
- for (a_Itr = m_RepeatersDelayList->begin(); a_Itr != m_RepeatersDelayList->end(); ++a_Itr)
- {
- if (a_Itr->a_RelBlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- // Leave a_Itr at where we found the entry
- break;
- }
- }
- }
- // a_Itr may be passed with m_RepeatersDelayList::end, however, we can guarantee this iterator is always valid because...
- // ...QueueRepeaterPowerChange is called to add an entry (and the above code updates iterator). However, if the repeater was locked or something similar...
- // ...we will never get here because of the returns.
- if (a_Itr->a_ElapsedTicks >= a_Itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
- {
- if (a_Itr->ShouldPowerOn)
+ if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
{
- if (!IsOn)
+ int RelBlockX = itr->a_RelBlockPos.x;
+ int RelBlockY = itr->a_RelBlockPos.y;
+ int RelBlockZ = itr->a_RelBlockPos.z;
+ NIBBLETYPE Meta = m_Chunk->GetMeta(RelBlockX, RelBlockY, RelBlockZ);
+ if (itr->ShouldPowerOn)
{
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
- }
+
+ m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); // For performance
- switch (a_Meta & 0x3) // We only want the direction (bottom) bits
- {
- case 0x0:
+ switch (Meta & 0x3) // We only want the direction (bottom) bits
{
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM);
- break;
- }
- case 0x1:
- {
- SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP);
- break;
- }
- case 0x2:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP);
- break;
- }
- case 0x3:
- {
- SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM);
- break;
+ 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;
+ }
}
}
-
- // Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached
- // Otherwise, the power state of blocks in front won't update after we have powered on
- return;
+ else
+ {
+ m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
+ }
+ m_RepeatersDelayList->erase(itr);
}
else
{
- if (IsOn)
- {
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
- }
- m_RepeatersDelayList->erase(a_Itr); // We can remove off repeaters which don't need further updating
- return;
+ // Apparently, incrementing ticks only works reliably here, and not in SimChunk;
+ // With a world with lots of redstone, the repeaters simply do not delay
+ // I am confounded to say why. Perhaps optimisation failure.
+ 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++;
}
}
- else
- {
- // Apparently, incrementing ticks only works reliably here, and not in SimChunk;
- // With a world with lots of redstone, the repeaters simply do not delay
- // I am confounded to say why. Perhaps optimisation failure.
- LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", a_Itr->a_RelBlockPos.x, a_Itr->a_RelBlockPos.y, a_Itr->a_RelBlockPos.z, a_Itr->a_ElapsedTicks, a_Itr->a_DelayTicks);
- a_Itr->a_ElapsedTicks++;
- }
}
@@ -1145,6 +1088,10 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_
{
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
}
+ else
+ {
+ WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
}
}
@@ -1429,8 +1376,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int
-// IsRepeaterPowered tests if a repeater should be powered by testing for power sources behind the repeater.
-// It takes the coordinates of the repeater the the meta value.
+
bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
{
// Repeaters cannot be powered by any face except their back; verify that this is true for a source
@@ -1510,19 +1456,19 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
case 0x0:
case 0x2:
{
- // Check if eastern(right) neighbor is a powered on repeater who is facing us.
+ // Check if eastern(right) neighbor is a powered on repeater who is facing us
BLOCKTYPE Block = 0;
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked.
+ if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked
}
- // Check if western(left) neighbor is a powered on repeater who is facing us.
+ // Check if western(left) neighbor is a powered on repeater who is facing us
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked.
+ if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked
}
break;
@@ -1532,26 +1478,26 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
case 0x1:
case 0x3:
{
- // Check if southern(down) neighbor is a powered on repeater who is facing us.
+ // Check if southern(down) neighbor is a powered on repeater who is facing us
BLOCKTYPE Block = 0;
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3;
- if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked.
+ if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked
}
- // Check if northern(up) neighbor is a powered on repeater who is facing us.
+ // Check if northern(up) neighbor is a powered on repeater who is facing us
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3;
- if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked.
+ if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked
}
break;
}
}
- return false; // None of the checks succeeded, I am not a locked repeater.
+ return false; // None of the checks succeeded, I am not a locked repeater
}
@@ -1610,7 +1556,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
- a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
+ a_PowerLevel = itr->a_PowerLevel;
}
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
@@ -1619,10 +1565,10 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
- a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
+ a_PowerLevel = itr->a_PowerLevel;
}
- return (a_PowerLevel != 0); // Source was in front of the piston's front face
+ return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
}