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authorTycho <work.tycho+git@gmail.com>2014-04-27 15:35:27 +0200
committerTycho <work.tycho+git@gmail.com>2014-04-27 15:35:27 +0200
commit57b8ee9163181920b634e475c781fe7764e11b98 (patch)
tree7d0675f8cda49a39b0b42eaaa928cfb66b57869a /src/Simulator/IncrementalRedstoneSimulator.h
parentImplemented Chunk Sparsing with segments (diff)
parentMerge pull request #863 from mc-server/chunkysparsing (diff)
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Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.h')
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h35
1 files changed, 20 insertions, 15 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 8b7363366..a42cce79a 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -36,31 +36,35 @@ public:
private:
+ #define MAX_POWER_LEVEL 15
+
struct sPoweredBlocks // Define structure of the directly powered blocks list
{
Vector3i a_BlockPos; // Position of powered block
Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
+ unsigned char a_PowerLevel;
};
struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
{
Vector3i a_BlockPos;
- Vector3i a_MiddlePos;
+ Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
Vector3i a_SourcePos;
+ unsigned char a_PowerLevel;
};
- struct sSimulatedPlayerToggleableList
+ struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
{
Vector3i a_BlockPos;
- bool WasLastStatePowered;
+ bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
};
- struct sRepeatersDelayList
+ struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
{
Vector3i a_BlockPos;
- unsigned char a_DelayTicks;
- unsigned char a_ElapsedTicks;
- bool ShouldPowerOn;
+ unsigned char a_DelayTicks; // For how many ticks should the repeater delay
+ unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
+ bool ShouldPowerOn; // What happens when the delay time is fulfilled?
};
public:
@@ -132,15 +136,15 @@ private:
/* ====== Helper functions ====== */
/** Marks a block as powered */
- void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
+ void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks a block as being powered through another block */
- 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 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, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
/** Marks the second block in a direction as linked powered */
- void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
+ void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Marks all blocks immediately surrounding a coordinate as powered */
- void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
+ void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
/** Queues a repeater to be powered or unpowered */
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
@@ -154,18 +158,19 @@ private:
bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
/** Returns if a repeater is powered */
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a repeater is locked */
+ bool IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
/** Returns if a piston is powered */
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
/** Returns if a wire is powered
- The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
- */
- bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
+ bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel);
/** Returns if lever metadata marks it as emitting power */
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
/** Returns if button metadata marks it as emitting power */
- bool IsButtonOn(NIBBLETYPE a_BlockMeta);
+ bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
/* ============================== */
/* ====== Misc Functions ====== */