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-rw-r--r--src/Simulator/RedstoneSimulator.h67
1 files changed, 51 insertions, 16 deletions
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index d68c6daeb..d3002394a 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -32,7 +32,6 @@ public:
REDSTONE_Z_NEG = 0x8,
};
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); }
private:
@@ -64,59 +63,95 @@ private:
// In addition to being non-performant, it would stop the player from actually breaking said device
/* ====== SOURCES ====== */
- ///<summary>Handles the redstone torch</summary>
+ /// <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>
+ /// <summary>Handles the redstone block</summary>
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles levers</summary>
+ /// <summary>Handles levers</summary>
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles buttons</summary>
+ /// <summary>Handles buttons</summary>
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
/* ==================== */
/* ====== CARRIERS ====== */
- ///<summary>Handles redstone wire</summary>
+ /// <summary>Handles redstone wire</summary>
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles repeaters</summary>
+ /// <summary>Handles repeaters</summary>
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
- ///<summary>Handles pistons</summary>
+ /// <summary>Handles pistons</summary>
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles dispensers and droppers</summary>
+ /// <summary>Handles dispensers and droppers</summary>
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles TNT (exploding)</summary>
+ /// <summary>Handles TNT (exploding)</summary>
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles redstone lamps</summary>
+ /// <summary>Handles redstone lamps</summary>
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- ///<summary>Handles doords</summary>
+ /// <summary>Handles doords</summary>
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles activator, detector, and powered rails</summary>
+ /// <summary>Handles activator, detector, and powered rails</summary>
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
/* ===================== */
/* ====== Helper functions ====== */
+ /// <summary>Marks a block as powered</summary>
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
+ /// <summary>Marks a block as being powered through another block</summary>
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);
+ /// <summary>Marks the second block in a direction as linked powered</summary>
+ void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
+ /// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
+ void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
+ /// <summary>Returns if a coordinate is powered or linked powered</summary>
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /// <summary>Returns if a repeater is powered</summary>
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+ /// <summary>Returns if lever metadata marks it as emitting power</summary>
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
+ /// <summary>Returns if button metadata marks it as emitting power</summary>
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
/* ============================== */
+ /* ====== Misc Functions ====== */
+ /// <summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
+ inline static bool IsViableMiddleBlock(BLOCKTYPE Block)
+ {
+ if (!g_BlockIsSolid[Block]) { return false; }
+
+ switch (Block)
+ {
+ // Add SOLID but not viable middle blocks here
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ {
+ return false;
+ }
+ default:
+ {
+ return true;
+ }
+ }
+ }
+
+ /// <summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
{
+ case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_WOODEN_DOOR:
@@ -131,6 +166,7 @@ private:
}
}
+ /// <summary>Returns if a block has the potential to output power</summary>
inline static bool IsPotentialSource(BLOCKTYPE Block)
{
switch (Block)
@@ -142,10 +178,8 @@ private:
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;
}
@@ -153,6 +187,7 @@ private:
}
}
+ /// <summary>Returns if a block is any sort of redstone device</summary>
inline static bool IsRedstone(BLOCKTYPE Block)
{
switch (Block)