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authorMattes D <github@xoft.cz>2014-12-17 08:38:23 +0100
committerMattes D <github@xoft.cz>2014-12-17 08:38:23 +0100
commit4947880a5d75d827b23f2ea359d9219043a32fcd (patch)
tree7167c17bec4ce486238575f7c158384e5776aa20 /src/Simulator/IncrementalRedstoneSimulator.cpp
parentUpdated Core. (diff)
parentNULL -> nullptr (diff)
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Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp2193
1 files changed, 2189 insertions, 4 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index df05a9fee..8a56287a8 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -5,8 +5,6 @@
typedef cItemCallback<cChestEntity> cChestCallback;
-#include "IncrementalRedstoneSimulator.inc"
-
#include "Chunk.h"
#include "World.h"
#include "Blocks/GetHandlerCompileTimeTemplate.h"
@@ -17,8 +15,2195 @@ typedef cItemCallback<cChestEntity> cChestCallback;
#include "Blocks/BlockDoor.h"
#include "Blocks/BlockPiston.h"
-cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World)
+
+#include "IncrementalRedstoneSimulator.h"
+#include "BoundingBox.h"
+#include "Blocks/ChunkInterface.h"
+#include "RedstoneSimulator.h"
+
+
+
+
+
+void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
+{
+ if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
+ {
+ return;
+ }
+
+ // We may be called with coordinates in a chunk that is not the first chunk parameter
+ // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
+ // Use that Chunk pointer to get a relative position
+
+ int RelX = 0;
+ int RelZ = 0;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+
+ if (a_OtherChunk != nullptr)
+ {
+ RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
+ RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
+ a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
+
+ // If a_OtherChunk is passed (not nullptr), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
+ // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
+ a_Chunk->SetIsRedstoneDirty(true);
+ }
+ else
+ {
+ RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
+ RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
+ a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
+ }
+
+ // Every time a block is changed (AddBlock called), we want to go through all lists and check to see if the coordiantes stored within are still valid
+ // Checking only when a block is changed, as opposed to every tick, also improves performance
+
+ if (
+ !IsPotentialSource(Block) ||
+ (
+ // Changeable sources
+ ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
+ ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
+ ((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) ||
+ (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
+ ((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0))
+ )
+ )
+ {
+ SetSourceUnpowered(RelX, a_BlockY, RelZ, a_OtherChunk != nullptr ? a_OtherChunk : a_Chunk);
+ }
+
+ if (!IsViableMiddleBlock(Block))
+ {
+ SetInvalidMiddleBlock(RelX, a_BlockY, RelZ, a_OtherChunk != nullptr ? a_OtherChunk : a_Chunk);
+ }
+
+ auto & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks;
+ SimulatedPlayerToggleableBlocks.erase(std::remove_if(SimulatedPlayerToggleableBlocks.begin(), SimulatedPlayerToggleableBlocks.end(), [RelX, a_BlockY, RelZ, Block, this](const sSimulatedPlayerToggleableList & itr)
+ {
+ return itr.a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)) && !IsAllowedBlock(Block);
+ }
+ ), SimulatedPlayerToggleableBlocks.end());
+
+
+ auto & RepeatersDelayList = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList;
+ RepeatersDelayList.erase(std::remove_if(RepeatersDelayList.begin(), RepeatersDelayList.end(), [RelX, a_BlockY, RelZ, Block](const sRepeatersDelayList & itr)
+ {
+ return itr.a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)) && (Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF);
+ }
+ ), RepeatersDelayList.end());
+
+ if (a_OtherChunk != nullptr)
+ {
+ // DO NOT touch our chunk's data structure if we are being called with coordinates from another chunk - this one caused me massive grief :P
+ return;
+ }
+
+ cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData;
+ for (auto & itr : RedstoneSimulatorChunkData)
+ {
+ if ((itr.x == RelX) && (itr.y == a_BlockY) && (itr.z == RelZ)) // We are at an entry matching the current (changed) block
+ {
+ if (!IsAllowedBlock(Block))
+ {
+ itr.DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list
+ }
+ else
+ {
+ itr.DataTwo = false;
+ itr.Data = Block; // Update block information
+ }
+ return;
+ }
+ }
+
+ if (!IsAllowedBlock(Block))
+ {
+ return;
+ }
+
+ cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData;
+ for (const auto & itr : QueuedData)
+ {
+ if ((itr.x == RelX) && (itr.y == a_BlockY) && (itr.z == RelZ))
+ {
+ // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
+ return;
+ }
+ }
+ QueuedData.emplace_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
+{
+ m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
+ if (m_RedstoneSimulatorChunkData == nullptr)
+ {
+ m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData();
+ a_Chunk->SetRedstoneSimulatorData(m_RedstoneSimulatorChunkData);
+ }
+ if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty())
+ {
+ return;
+ }
+
+ m_RedstoneSimulatorChunkData->m_ChunkData.insert(
+ m_RedstoneSimulatorChunkData->m_ChunkData.end(),
+ m_RedstoneSimulatorChunkData->m_QueuedChunkData.begin(),
+ m_RedstoneSimulatorChunkData->m_QueuedChunkData.end()
+ );
+
+ m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear();
+
+ m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks;
+ m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList;
+ m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks;
+ m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks;
+ m_Chunk = a_Chunk;
+ bool ShouldUpdateSimulateOnceBlocks = false;
+
+ if (a_Chunk->IsRedstoneDirty())
+ {
+ // Simulate the majority of devices only if something (blockwise or power-wise) has changed
+ // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
+ a_Chunk->SetIsRedstoneDirty(false);
+ ShouldUpdateSimulateOnceBlocks = true;
+ }
+
+ HandleRedstoneRepeaterDelays();
+
+ for (auto dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();)
+ {
+ if (dataitr->DataTwo)
+ {
+ dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr);
+ continue;
+ }
+
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break;
+
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ {
+ HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ default: break;
+ }
+
+ if (ShouldUpdateSimulateOnceBlocks)
+ {
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
+
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_ACACIA_DOOR:
+ case E_BLOCK_BIRCH_DOOR:
+ case E_BLOCK_DARK_OAK_DOOR:
+ case E_BLOCK_JUNGLE_DOOR:
+ case E_BLOCK_SPRUCE_DOOR:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ {
+ HandleDoor(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_ACACIA_FENCE_GATE:
+ case E_BLOCK_BIRCH_FENCE_GATE:
+ case E_BLOCK_DARK_OAK_FENCE_GATE:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_JUNGLE_FENCE_GATE:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ {
+ HandleFenceGate(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ {
+ HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ {
+ HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ HandlePiston(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_WOODEN_BUTTON:
+ {
+ HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ default: break;
+ }
+ }
+ ++dataitr;
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
+{
+ if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+
+ // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
+ // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
+
+ return;
+ }
+
+ // Not on boundary, just alert this chunk for speed
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+{
+ static const struct // Define which directions the torch can power
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ };
+
+ if (a_MyState == E_BLOCK_REDSTONE_TORCH_ON)
+ {
+ // Check if the block the torch is on is powered
+ int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
+ AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
+
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
+ if ((Neighbour == nullptr) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
+ {
+ // There was a match, torch goes off
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+ return;
+ }
+
+ // Torch still on, make all 4(X, Z) + 1(Y) sides powered
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
+ {
+ if (
+ IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc.
+ (!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
+ )
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ }
+ else
+ {
+ // Top side, power whatever is there, including blocks
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ // Power all blocks surrounding block above torch
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP);
+ }
+ }
+
+ if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
+ {
+ BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
+
+ if (IsMechanism(Type)) // Still can't make a normal block powered though!
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ }
+ }
+ else
+ {
+ // Check if the block the torch is on is powered
+ int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
+ AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
+
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
+ if ((Neighbour == nullptr) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ // See if off state torch can be turned on again
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
+ {
+ return; // Something matches, torch still powered
+ }
+
+ // Block torch on not powered, can be turned on again!
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (IsLeverOn(Meta))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_LEVER>::type::BlockMetaDataToBlockFace(Meta);
+
+ Dir = ReverseBlockFace(Dir);
+
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ if ((MetaData & 0x4) == 0)
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ if ((MetaData & 0x4) != 0)
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (IsButtonOn(Meta))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_STONE_BUTTON>::type::BlockMetaDataToBlockFace(Meta);
+ Dir = ReverseBlockFace(Dir);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ static const struct // Define which directions the wire can receive power from
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0 }, /* Wires on same level start */
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 }, /* Wires on same level stop */
+ { 1, 1, 0 }, /* Wires one higher, surrounding self start */
+ { -1, 1, 0 },
+ { 0, 1, 1 },
+ { 0, 1, -1 }, /* Wires one higher, surrounding self stop */
+ { 1, -1, 0 }, /* Wires one lower, surrounding self start */
+ { -1, -1, 0 },
+ { 0, -1, 1 },
+ { 0, -1, -1 }, /* Wires one lower, surrounding self stop */
+ };
+
+ static const struct // Define which directions the wire will check for repeater prescence
+ {
+ int x, y, z;
+ } gSideCoords[] =
+ {
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ };
+
+ // Check to see if directly beside a power source
+ unsigned char MyPower;
+ if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
+ return;
+ }
+
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+
+ if (MyPower < 1)
+ {
+ return;
+ }
+
+ MyPower--;
+
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
+ {
+ if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
+ {
+ BLOCKTYPE Type = 0;
+ if (a_RelBlockY + 1 >= cChunkDef::Height)
+ {
+ continue;
+ }
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
+ {
+ continue;
+ }
+ if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)...
+ {
+ continue; // We don't receive power from that wire
+ }
+ }
+ else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (cBlockInfo::IsSolid(Type))
+ {
+ continue;
+ }
+ }
+
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (Type == E_BLOCK_REDSTONE_WIRE)
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ }
+ }
+
+ for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
+ {
+ SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ }
+ }
+
+ // Wire still powered, power blocks beneath
+ SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower);
+
+ switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ case REDSTONE_NONE:
+ {
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
+ break;
+ }
+ case REDSTONE_X_POS:
+ {
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
+ break;
+ }
+ case REDSTONE_X_NEG:
+ {
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
+ break;
+ }
+ case REDSTONE_Z_POS:
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
+ break;
+ }
+ case REDSTONE_Z_NEG:
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
+ break;
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+{
+ /* Repeater Orientation Mini Guide:
+ ===================================
+
+ |
+ | Z Axis
+ V
+
+ X Axis ---->
+
+ Repeater directions, values from a WorldType::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup:
+
+ East (Right) (X+): 0x1
+ West (Left) (X-): 0x3
+ North (Up) (Z-): 0x2
+ South (Down) (Z+): 0x0
+ // TODO: Add E_META_XXX enum entries for all meta values and update project with them
+
+ Sun rises from East (X+)
+
+ */
+
+ // Create a variable holding my meta to avoid multiple lookups.
+ NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
+
+ if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
+ {
+ bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
+ if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
+ {
+ QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
+ }
+ else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
+ {
+ QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
+ }
+ }
+}
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
+{
+ for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
+ {
+ if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
+ {
+ int RelBlockX = itr->a_RelBlockPos.x;
+ int RelBlockY = itr->a_RelBlockPos.y;
+ int RelBlockZ = itr->a_RelBlockPos.z;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
+ if (itr->ShouldPowerOn)
+ {
+ if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
+ {
+ m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
+ }
+
+ switch (Meta & 0x3) // We only want the direction (bottom) bits
+ {
+ case 0x0:
+ {
+ SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
+ break;
+ }
+ case 0x1:
+ {
+ SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
+ break;
+ }
+ case 0x2:
+ {
+ SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
+ break;
+ }
+ case 0x3:
+ {
+ SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
+ SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
+ break;
+ }
+ }
+ }
+ else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
+ {
+ m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
+ }
+ itr = m_RepeatersDelayList->erase(itr);
+ }
+ else
+ {
+ LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
+ itr->a_ElapsedTicks++;
+ itr++;
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
+ {
+ GetHandlerCompileTime<E_BLOCK_PISTON>::type::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
+ }
+ else
+ {
+ GetHandlerCompileTime<E_BLOCK_PISTON>::type::RetractPiston(BlockX, a_RelBlockY, BlockZ, &this->m_World);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ class cSetPowerToDropSpenser :
+ public cRedstonePoweredCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cRedstonePoweredEntity * a_DropSpenser) override
+ {
+ a_DropSpenser->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } DrSpSP(AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, DrSpSP);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+{
+ if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
+ {
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
+ }
+ }
+ else
+ {
+ if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f);
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
+ this->m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ typedef GetHandlerCompileTime<E_BLOCK_WOODEN_DOOR>::type DoorHandler;
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
+ if (!DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
+ {
+ DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
+ if (DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
+ {
+ DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ class cSetPowerToCommandBlock :
+ public cRedstonePoweredCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cRedstonePoweredEntity * a_CommandBlock) override
+ {
+ a_CommandBlock->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } CmdBlockSP(AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
+{
+ switch (a_MyType)
+ {
+ case E_BLOCK_DETECTOR_RAIL:
+ {
+ if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08)
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType);
+ }
+ break;
+ }
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08);
+ }
+ else
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07);
+ }
+ break;
+ }
+ default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true);
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false);
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ if (m_bAreCoordsPowered)
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
+ {
+ class cSetPowerToNoteBlock :
+ public cRedstonePoweredCallback
+ {
+ public:
+ cSetPowerToNoteBlock() {}
+
+ virtual bool Item(cRedstonePoweredEntity * a_NoteBlock) override
+ {
+ a_NoteBlock->SetRedstonePower(true);
+ return false;
+ }
+ } NoteBlockSP;
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP);
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
+ {
+ SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
+
+ if (!this->m_World.IsChunkLighted(ChunkX, ChunkZ))
+ {
+ this->m_World.QueueLightChunk(ChunkX, ChunkZ);
+ }
+ else
+ {
+ if (m_Chunk->GetTimeAlteredLight(this->m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ else
+ {
+ WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ switch (a_MyType)
+ {
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ {
+ // MCS feature - stone pressure plates can only be triggered by players :D
+ cPlayer * a_Player = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
+
+ if (a_Player != nullptr)
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ }
+ break;
+ }
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_NumberOfEntities(0),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ Vector3f EntityPos = a_Entity->GetPosition();
+ Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
+ double Distance = (EntityPos - BlockPos).Length();
+
+ if (Distance <= 0.5)
+ {
+ m_NumberOfEntities++;
+ }
+ return false;
+ }
+
+ bool GetPowerLevel(unsigned char & a_PowerLevel) const
+ {
+ a_PowerLevel = std::min(m_NumberOfEntities, MAX_POWER_LEVEL);
+ return (a_PowerLevel > 0);
+ }
+
+ protected:
+ int m_NumberOfEntities;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
+
+ unsigned char Power;
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (PressurePlateCallback.GetPowerLevel(Power))
+ {
+ if (Meta == E_META_PRESSURE_PLATE_RAISED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ }
+
+ break;
+ }
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_NumberOfEntities(0),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ Vector3f EntityPos = a_Entity->GetPosition();
+ Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
+ double Distance = (EntityPos - BlockPos).Length();
+
+ if (Distance <= 0.5)
+ {
+ m_NumberOfEntities++;
+ }
+ return false;
+ }
+
+ bool GetPowerLevel(unsigned char & a_PowerLevel) const
+ {
+ a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL);
+ return (a_PowerLevel > 0);
+ }
+
+ protected:
+ int m_NumberOfEntities;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
+
+ unsigned char Power;
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (PressurePlateCallback.GetPowerLevel(Power))
+ {
+ if (Meta == E_META_PRESSURE_PLATE_RAISED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ }
+
+ break;
+ }
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_FoundEntity(false),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ Vector3f EntityPos = a_Entity->GetPosition();
+ Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
+ double Distance = (EntityPos - BlockPos).Length();
+
+ if (Distance <= 0.5)
+ {
+ m_FoundEntity = true;
+ return true; // Break out, we only need to know for plates that at least one entity is on top
+ }
+ return false;
+ }
+
+ bool FoundEntity(void) const
+ {
+ return m_FoundEntity;
+ }
+
+ protected:
+ bool m_FoundEntity;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
+
+ NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ if (PressurePlateCallback.FoundEntity())
+ {
+ if (Meta == E_META_PRESSURE_PLATE_RAISED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
+ }
+ else
+ {
+ if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
+ {
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
+ }
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ }
+ break;
+ }
+ default:
+ {
+ LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str());
+ break;
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
+ bool FoundActivated = false;
+ eBlockFace FaceToGoTowards = GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
+
+ for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks
+ {
+ BLOCKTYPE Type;
+ NIBBLETYPE Meta;
+
+ AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards);
+ m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta);
+
+ if (Type == E_BLOCK_TRIPWIRE)
+ {
+ if (Meta == 0x1)
+ {
+ FoundActivated = true;
+ }
+ }
+ else if (Type == E_BLOCK_TRIPWIRE_HOOK)
+ {
+ if (ReverseBlockFace(GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(Meta)) == FaceToGoTowards)
+ {
+ // Other hook facing in opposite direction - circuit completed!
+ break;
+ }
+ else
+ {
+ // Tripwire hook not connected at all, AND away all the power state bits
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ return;
+ }
+ }
+ else
+ {
+ // Tripwire hook not connected at all, AND away all the power state bits
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ return;
+ }
+ }
+
+ if (FoundActivated)
+ {
+ // Connected and activated, set the 3rd and 4th highest bits
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC);
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ else
+ {
+ // Connected but not activated, AND away the highest bit
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4);
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ class cGetTrappedChestPlayers :
+ public cItemCallback<cChestEntity>
+ {
+ public:
+ cGetTrappedChestPlayers(void) :
+ m_NumberOfPlayers(0)
+ {
+ }
+
+ virtual ~cGetTrappedChestPlayers()
+ {
+ }
+
+ virtual bool Item(cChestEntity * a_Chest) override
+ {
+ ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
+ m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
+ return (m_NumberOfPlayers <= 0);
+ }
+
+ unsigned char GetPowerLevel(void) const
+ {
+ return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL);
+ }
+
+ private:
+ int m_NumberOfPlayers;
+
+ } GTCP;
+
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+ if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel());
+ }
+ else
+ {
+ SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+
+ class cTripwireCallback :
+ public cEntityCallback
+ {
+ public:
+ cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ m_FoundEntity(false),
+ m_X(a_BlockX),
+ m_Y(a_BlockY),
+ m_Z(a_BlockZ)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1);
+ cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
+
+ if (bbEntity.DoesIntersect(bbWire))
+ {
+ m_FoundEntity = true;
+ return true; // One entity is sufficient to trigger the wire
+ }
+ return false;
+ }
+
+ bool FoundEntity(void) const
+ {
+ return m_FoundEntity;
+ }
+
+ protected:
+ bool m_FoundEntity;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ };
+
+ cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ);
+ this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback);
+
+ if (TripwireCallback.FoundEntity())
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
+ }
+ else
+ {
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
+ }
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk)
+{
+ // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
+
+ for (const auto & itr : ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks) // Check powered list
+ {
+ if (itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ for (const auto & itr : *m_LinkedPoweredBlocks) // Check linked powered list
+ {
+ if (itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
{
- return new cIncrementalRedstoneSimulator<cChunk, cWorld, GetHandlerCompileTime, cChestEntity>(a_World);
+ // Repeaters cannot be powered by any face except their back; verify that this is true for a source
+
+ for (const auto & itr : *m_PoweredBlocks)
+ {
+ if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ // Flip the coords to check the back of the repeater
+ if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
+ break;
+ }
+ }
+ }
+
+ for (const auto & itr : *m_LinkedPoweredBlocks)
+ {
+ if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))) { return true; }
+ break;
+ }
+ }
+ }
+ return false; // Couldn't find power source behind repeater
}
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
+{
+ switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
+ {
+ // If the repeater is looking up or down (If parallel to the Z axis)
+ case 0x0:
+ case 0x2:
+ {
+ // Check if eastern(right) neighbor is a powered on repeater who is facing us
+ BLOCKTYPE Block = 0;
+ NIBBLETYPE OtherRepeaterDir = 0;
+ if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
+ {
+ if ((OtherRepeaterDir & 0x03) == 0x3)
+ {
+ return true;
+ } // If so, I am latched/locked
+ }
+
+ // Check if western(left) neighbor is a powered on repeater who is facing us
+ if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ if ((OtherRepeaterDir & 0x03) == 0x1)
+ {
+ return true;
+ } // If so, I am latched/locked
+ }
+
+ break;
+ }
+
+ // If the repeater is looking left or right (If parallel to the x axis)
+ case 0x1:
+ case 0x3:
+ {
+ // Check if southern(down) neighbor is a powered on repeater who is facing us
+ BLOCKTYPE Block = 0;
+ NIBBLETYPE OtherRepeaterDir = 0;
+
+ if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ if ((OtherRepeaterDir & 0x30) == 0x00)
+ {
+ return true;
+ } // If so, am latched/locked
+ }
+
+ // Check if northern(up) neighbor is a powered on repeater who is facing us
+ if (m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block, OtherRepeaterDir) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ if ((OtherRepeaterDir & 0x03) == 0x02)
+ {
+ return true;
+ } // If so, I am latched/locked
+ }
+
+ break;
+ }
+ }
+
+ return false; // None of the checks succeeded, I am not a locked repeater
+}
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
+{
+ // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
+
+ eBlockFace Face = GetHandlerCompileTime<E_BLOCK_PISTON>::type::MetaDataToDirection(a_Meta);
+
+ for (const auto & itr : *m_PoweredBlocks)
+ {
+ if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; }
+
+ int X = a_RelBlockX, Z = a_RelBlockZ;
+ AddFaceDirection(X, a_RelBlockY, Z, Face);
+
+ if (!itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z))))
+ {
+ return true;
+ }
+ }
+
+ for (const auto & itr : *m_LinkedPoweredBlocks)
+ {
+ if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))) { continue; }
+
+ int X = a_RelBlockX, Z = a_RelBlockZ;
+ AddFaceDirection(X, a_RelBlockY, Z, Face);
+
+ if (!itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z))))
+ {
+ return true;
+ }
+ }
+ return false; // Source was in front of the piston's front face
+}
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
+{
+ a_PowerLevel = 0;
+
+ for (const auto & itr : *m_PoweredBlocks) // Check powered list
+ {
+ if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ continue;
+ }
+ a_PowerLevel = std::max(itr.a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
+ }
+
+ for (const auto & itr : *m_LinkedPoweredBlocks) // Check linked powered list
+ {
+ if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ continue;
+ }
+
+ BLOCKTYPE Type = E_BLOCK_AIR;
+ if (!m_Chunk->UnboundedRelGetBlockType(itr.a_SourcePos.x, itr.a_SourcePos.y, itr.a_SourcePos.z, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
+ {
+ continue;
+ }
+ a_PowerLevel = std::max(itr.a_PowerLevel, a_PowerLevel);
+ }
+
+ return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
+{
+ for (const auto & itr : *m_SimulatedPlayerToggleableBlocks)
+ {
+ if (itr.a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ if (itr.WasLastStatePowered != IsCurrentStatePowered) // Was the last power state different to the current?
+ {
+ return false; // It was, coordinates are no longer simulated
+ }
+ else
+ {
+ return true; // It wasn't, don't resimulate block, and allow players to toggle
+ }
+ }
+ }
+ return false; // Block wasn't even in the list, not simulated
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel)
+{
+ BLOCKTYPE MiddleBlock = 0;
+ switch (a_Direction)
+ {
+ case BLOCK_FACE_XM:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_XP:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_YM:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_YP:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_ZM:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ case BLOCK_FACE_ZP:
+ {
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock))
+ {
+ return;
+ }
+
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+ SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
+
+ break;
+ }
+ default:
+ {
+ ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
+ break;
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
+{
+ static const struct
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ { 0, -1, 0 }
+ };
+
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
+{
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
+ if ((Neighbour == nullptr) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ auto & Powered = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position
+ for (auto itr = Powered.begin(); itr != Powered.end(); ++itr)
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
+ )
+ {
+ // Check for duplicates, update power level, don't add a new listing
+ itr->a_PowerLevel = a_PowerLevel;
+ return;
+ }
+ }
+
+ // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
+ for (auto itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
+ (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
+ )
+ {
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
+
+ if (Block == E_BLOCK_REDSTONE_WIRE)
+ {
+ if (Meta < a_PowerLevel)
+ {
+ m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
+ break;
+ }
+ else
+ {
+ // Powered wires try to power their source - don't let them!
+ return;
+ }
+ }
+ }
+ }
+
+ sPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ RC.a_SourcePos = Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ);
+ RC.a_PowerLevel = a_PowerLevel;
+ Powered.emplace_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
+ int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ,
+ int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ,
+ int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ,
+ BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
+ )
+{
+ if (!IsViableMiddleBlock(a_MiddleBlock))
+ {
+ return;
+ }
+
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ);
+ m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelMiddleX, a_RelMiddleZ);
+ if ((Neighbour == nullptr) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ auto & Linked = ((cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks;
+ for (auto & itr : Linked) // Check linked powered list
+ {
+ if (
+ itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
+ itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)) &&
+ itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
+ )
+ {
+ // Check for duplicates, update power level, don't add a new listing
+ itr.a_PowerLevel = a_PowerLevel;
+ return;
+ }
+ }
+
+ sLinkedPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ RC.a_MiddlePos = Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ);
+ RC.a_SourcePos = Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ);
+ RC.a_PowerLevel = a_PowerLevel;
+ Linked.emplace_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
+{
+ for (auto itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ continue;
+ }
+
+ if (itr->WasLastStatePowered != WasLastStatePowered)
+ {
+ // If power states different, update listing
+ itr->WasLastStatePowered = WasLastStatePowered;
+ return;
+ }
+ else
+ {
+ // If states the same, just ignore
+ return;
+ }
+ }
+
+ // We have arrive here; no block must be in list - add one
+ sSimulatedPlayerToggleableList RC;
+ RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ RC.WasLastStatePowered = WasLastStatePowered;
+ m_SimulatedPlayerToggleableBlocks->emplace_back(RC);
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
+{
+ for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
+ {
+ if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
+ {
+ return false;
+ }
+
+ // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
+ itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
+ itr->a_ElapsedTicks = 0;
+ itr->ShouldPowerOn = ShouldPowerOn;
+ return false;
+ }
+ }
+
+ // Self not in list, add self to list
+ sRepeatersDelayList RC;
+ RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+
+ // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
+ // Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
+ RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
+
+ RC.a_ElapsedTicks = 0;
+ RC.ShouldPowerOn = ShouldPowerOn;
+ m_RepeatersDelayList->emplace_back(RC);
+ return true;
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
+{
+ if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
+ {
+ if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ }
+
+ std::vector<Vector3i> BlocksPotentiallyUnpowered;
+
+ auto Data = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
+ Data->m_PoweredBlocks.erase(std::remove_if(Data->m_PoweredBlocks.begin(), Data->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSourceX, a_RelSourceY, a_RelSourceZ](const sPoweredBlocks & itr)
+ {
+ if (itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)))
+ {
+ BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
+ a_Chunk->SetIsRedstoneDirty(true);
+ return true;
+ }
+ return false;
+ }
+ ), Data->m_PoweredBlocks.end());
+
+ Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSourceX, a_RelSourceY, a_RelSourceZ](const sLinkedPoweredBlocks & itr)
+ {
+ if (itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ)))
+ {
+ BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
+ a_Chunk->SetIsRedstoneDirty(true);
+ return true;
+ }
+ return false;
+ }
+ ), Data->m_LinkedBlocks.end());
+
+ if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
+ {
+ // +- 2 to accomodate linked powered blocks
+ SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX - 2, a_RelSourceZ), false);
+ SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX + 2, a_RelSourceZ), false);
+ SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX, a_RelSourceZ - 2), false);
+ SetSourceUnpowered(a_RelSourceX, a_RelSourceY, a_RelSourceZ, a_Chunk->GetRelNeighborChunk(a_RelSourceX, a_RelSourceZ + 2), false);
+ }
+
+ for (const auto & itr : BlocksPotentiallyUnpowered)
+ {
+ if (!AreCoordsPowered(itr.x, itr.y, itr.z))
+ {
+ SetSourceUnpowered(itr.x, itr.y, itr.z, a_Chunk->GetRelNeighborChunk(itr.x, itr.z));
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk, bool a_IsFirstCall)
+{
+ if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
+ {
+ if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ }
+
+ std::vector<Vector3i> BlocksPotentiallyUnpowered;
+ auto Data = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
+
+ Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ](const sLinkedPoweredBlocks & itr)
+ {
+ if (itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)))
+ {
+ BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
+ a_Chunk->SetIsRedstoneDirty(true);
+ return true;
+ }
+ return false;
+ }
+ ), Data->m_LinkedBlocks.end());
+
+ if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ))
+ {
+ // +- 2 to accomodate linked powered blocks
+ SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX - 2, a_RelMiddleZ), false);
+ SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX + 2, a_RelMiddleZ), false);
+ SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ - 2), false);
+ SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ + 2), false);
+ }
+
+ for (const auto & itr : BlocksPotentiallyUnpowered)
+ {
+ if (!AreCoordsPowered(itr.x, itr.y, itr.z))
+ {
+ SetSourceUnpowered(itr.x, itr.y, itr.z, a_Chunk->GetRelNeighborChunk(itr.x, itr.z));
+ }
+ }
+}
+
+
+
+
+
+cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int Dir = REDSTONE_NONE;
+
+ BLOCKTYPE NegX = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
+ {
+ if (IsPotentialSource(NegX))
+ {
+ Dir |= (REDSTONE_X_POS);
+ }
+ }
+
+ BLOCKTYPE PosX = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
+ {
+ if (IsPotentialSource(PosX))
+ {
+ Dir |= (REDSTONE_X_NEG);
+ }
+ }
+
+ BLOCKTYPE NegZ = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
+ {
+ if (IsPotentialSource(NegZ))
+ {
+ if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_POS;
+ }
+ }
+
+ BLOCKTYPE PosZ = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
+ {
+ if (IsPotentialSource(PosZ))
+ {
+ if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_NEG;
+ }
+ }
+ return (eRedstoneDirection)Dir;
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
+{
+ // Extract the ON bit from metadata and return if true if it is set:
+ return ((a_BlockMeta & 0x8) == 0x8);
+}
+
+
+
+