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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-12-22 01:30:21 +0100 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-12-22 01:30:21 +0100 |
commit | 5b2ac381b63c199ac5150a5d058cde9d30ca9182 (patch) | |
tree | 8ef5de946d34ce6a2b61d8281bebaee648a7354d /src/Simulator/RedstoneSimulator.cpp | |
parent | Fixed repeaters delay, maybe (diff) | |
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Diffstat (limited to 'src/Simulator/RedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/RedstoneSimulator.cpp | 30 |
1 files changed, 21 insertions, 9 deletions
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp index e53c7c172..549c709f6 100644 --- a/src/Simulator/RedstoneSimulator.cpp +++ b/src/Simulator/RedstoneSimulator.cpp @@ -206,10 +206,6 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c itr = m_RepeatersDelayList.erase(itr); continue; } - else if (itr->a_ElapsedTicks < itr->a_DelayTicks) - { - itr->a_ElapsedTicks++; - } itr++; } @@ -659,8 +655,14 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int return; } } - - // Tick incrementing handled in SimChunk + 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", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); + itr->a_ElapsedTicks++; + } } } @@ -897,7 +899,16 @@ void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_Block void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ) { - if (m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) > 10) + for (int Y = a_BlockY + 1; Y < 10; Y++) + { + if (!g_BlockTransparent[m_World.GetBlock(a_BlockX, Y, a_BlockZ)]) + { + return; + } + } + + LOG("%i", m_World.GetSkyDarkness()); + if (m_World.GetSkyDarkness() > 10) { SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR); } @@ -1318,7 +1329,7 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in } // 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_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; return; @@ -1331,7 +1342,8 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) // * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed - RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; + // We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P + RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; RC.a_ElapsedTicks = 0; |