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authordaniel0916 <theschokolps@gmail.com>2014-04-07 20:12:17 +0200
committerdaniel0916 <theschokolps@gmail.com>2014-04-07 20:12:17 +0200
commit2e9754ac1cf0537c12ab7974cf55c451c0724540 (patch)
tree713c5b8c8f22f77893b30b9c8cefca4a7c491483 /src/Simulator
parentFixed merge conflict (diff)
parentFixed some more minor issues with the redstone simulator. (diff)
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Diffstat (limited to 'src/Simulator')
-rw-r--r--src/Simulator/DelayedFluidSimulator.cpp2
-rw-r--r--src/Simulator/FireSimulator.cpp56
-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp99
-rw-r--r--src/Simulator/FloodyFluidSimulator.h18
-rw-r--r--src/Simulator/FluidSimulator.cpp3
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp1704
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h283
-rw-r--r--src/Simulator/NoopRedstoneSimulator.h40
-rw-r--r--src/Simulator/RedstoneSimulator.cpp1519
-rw-r--r--src/Simulator/RedstoneSimulator.h250
-rw-r--r--src/Simulator/SandSimulator.cpp2
-rw-r--r--src/Simulator/Simulator.cpp1
-rw-r--r--src/Simulator/Simulator.h2
-rw-r--r--src/Simulator/VanillaFluidSimulator.cpp150
-rw-r--r--src/Simulator/VanillaFluidSimulator.h42
15 files changed, 2381 insertions, 1790 deletions
diff --git a/src/Simulator/DelayedFluidSimulator.cpp b/src/Simulator/DelayedFluidSimulator.cpp
index 3d2170e44..bc5158d95 100644
--- a/src/Simulator/DelayedFluidSimulator.cpp
+++ b/src/Simulator/DelayedFluidSimulator.cpp
@@ -20,7 +20,7 @@
bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ)
{
ASSERT(a_RelZ >= 0);
- ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks));
+ ASSERT(a_RelZ < static_cast<int>(ARRAYCOUNT(m_Blocks)));
cCoordWithIntVector & Blocks = m_Blocks[a_RelZ];
int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index d7c5ab3b4..470dfc791 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -6,6 +6,8 @@
#include "../BlockID.h"
#include "../Defines.h"
#include "../Chunk.h"
+#include "Root.h"
+#include "../Bindings/PluginManager.h"
@@ -162,13 +164,27 @@ bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType)
switch (a_BlockType)
{
case E_BLOCK_PLANKS:
+ case E_BLOCK_DOUBLE_WOODEN_SLAB:
+ case E_BLOCK_WOODEN_SLAB:
+ case E_BLOCK_WOODEN_STAIRS:
+ case E_BLOCK_SPRUCE_WOOD_STAIRS:
+ case E_BLOCK_BIRCH_WOOD_STAIRS:
+ case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_LEAVES:
+ case E_BLOCK_NEW_LEAVES:
case E_BLOCK_LOG:
+ case E_BLOCK_NEW_LOG:
case E_BLOCK_WOOL:
case E_BLOCK_BOOKCASE:
case E_BLOCK_FENCE:
case E_BLOCK_TNT:
case E_BLOCK_VINES:
+ case E_BLOCK_HAY_BALE:
+ case E_BLOCK_TALL_GRASS:
+ case E_BLOCK_BIG_FLOWER:
+ case E_BLOCK_DANDELION:
+ case E_BLOCK_FLOWER:
+ case E_BLOCK_CARPET:
{
return true;
}
@@ -238,7 +254,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
{
return m_BurnStepTimeFuel;
}
- IsBlockBelowSolid = g_BlockIsSolid[BlockBelow];
+ IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow);
}
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
@@ -301,9 +317,15 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
*/
if (CanStartFireInBlock(a_Chunk, x, y, z))
{
- FLOG("FS: Starting new fire at {%d, %d, %d}.",
- x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width
- );
+ int a_PosX = x + a_Chunk->GetPosX() * cChunkDef::Width;
+ int a_PosZ = z + a_Chunk->GetPosZ() * cChunkDef::Width;
+
+ if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(&m_World, a_PosX, y, a_PosZ, ssFireSpread))
+ {
+ return;
+ }
+
+ FLOG("FS: Starting new fire at {%d, %d, %d}.", a_PosX, y, a_PosZ);
a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0);
}
} // for y
@@ -320,21 +342,33 @@ void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_Rel
for (size_t i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
{
BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if (!a_Chunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
+ int X = a_RelX + gNeighborCoords[i].x;
+ int Z = a_RelZ + gNeighborCoords[i].z;
+
+ cChunkPtr Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
+ if (Neighbour == NULL)
{
- // Neighbor not accessible, ignore it
continue;
}
+ BlockType = Neighbour->GetBlock(X, a_RelY + gCrossCoords[i].y, Z);
+
if (!IsFuel(BlockType))
{
continue;
}
+
+ if (BlockType == E_BLOCK_TNT)
+ {
+ int AbsX = X + Neighbour->GetPosX() * cChunkDef::Width;
+ int AbsZ = Z + Neighbour->GetPosZ() * cChunkDef::Width;
+
+ m_World.SpawnPrimedTNT(AbsX, a_RelY + gNeighborCoords[i].y, AbsZ, 0);
+ Neighbour->SetBlock(X, a_RelY + gNeighborCoords[i].y, Z, E_BLOCK_AIR, 0);
+ return;
+ }
+
bool ShouldReplaceFuel = (m_World.GetTickRandomNumber(MAX_CHANCE_REPLACE_FUEL) < m_ReplaceFuelChance);
- a_Chunk->UnboundedRelSetBlock(
- a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z,
- ShouldReplaceFuel ? E_BLOCK_FIRE : E_BLOCK_AIR, 0
- );
+ Neighbour->SetBlock(X, a_RelY + gNeighborCoords[i].y, Z, ShouldReplaceFuel ? E_BLOCK_FIRE : E_BLOCK_AIR, 0);
} // for i - Coords[]
}
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index fdc4643a8..03e94e791 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -11,6 +11,7 @@
#include "../Chunk.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
+#include "../BlockInServerPluginInterface.h"
@@ -53,14 +54,23 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ)
);
- NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
- if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
+ BLOCKTYPE MyBlock; NIBBLETYPE MyMeta;
+ a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta);
+
+ if (!IsAnyFluidBlock(MyBlock))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
FLOG(" BadBlockType exit");
return;
}
+ // When in contact with water, lava should harden
+ if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
+ {
+ // Block was changed, bail out
+ return;
+ }
+
if (MyMeta != 0)
{
// Source blocks aren't checked for tributaries, others are.
@@ -85,7 +95,12 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
{
// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8);
- SpreadFurther = false;
+
+ // Source blocks spread both downwards and sideways
+ if (MyMeta != 0)
+ {
+ SpreadFurther = false;
+ }
}
// If source creation is on, check for it here:
else if (
@@ -104,10 +119,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
if (SpreadFurther && (NewMeta < 8))
{
// Spread to the neighbors:
- SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta);
- SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta);
- SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta);
- SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta);
+ Spread(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
}
// Mark as processed:
@@ -118,6 +130,17 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
+void cFloodyFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
+{
+ SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta);
+}
+
+
+
+
bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta)
{
// If we have a section above, check if there's fluid above this block that would feed it:
@@ -273,8 +296,13 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
cBlockHandler * Handler = BlockHandler(BlockType);
if (Handler->DoesDropOnUnsuitable())
{
+ cChunkInterface ChunkInterface(m_World.GetChunkMap());
+ cBlockInServerPluginInterface PluginInterface(m_World);
Handler->DropBlock(
- &m_World, NULL,
+ ChunkInterface,
+ m_World,
+ PluginInterface,
+ NULL,
a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
a_RelY,
a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
@@ -290,6 +318,8 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
a_NewMeta
);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
+
+ HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}
@@ -342,3 +372,56 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX
+
+bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
+{
+ // Only lava blocks can harden
+ if (!IsBlockLava(a_BlockType))
+ {
+ return false;
+ }
+
+ bool ShouldHarden = false;
+
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ static const Vector3i Coords[] =
+ {
+ Vector3i( 1, 0, 0),
+ Vector3i(-1, 0, 0),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0, 0, -1),
+ };
+ for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
+ {
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
+ {
+ continue;
+ }
+ if (IsBlockWater(BlockType))
+ {
+ ShouldHarden = true;
+ }
+ } // for i - Coords[]
+
+ if (ShouldHarden)
+ {
+ if (a_Meta == 0)
+ {
+ // Source lava block
+ a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0);
+ return true;
+ }
+ // Ignore last lava level
+ else if (a_Meta <= 4)
+ {
+ a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+
diff --git a/src/Simulator/FloodyFluidSimulator.h b/src/Simulator/FloodyFluidSimulator.h
index c4af2e246..632de3bb2 100644
--- a/src/Simulator/FloodyFluidSimulator.h
+++ b/src/Simulator/FloodyFluidSimulator.h
@@ -38,14 +38,26 @@ protected:
// cDelayedFluidSimulator overrides:
virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override;
- /// Checks tributaries, if not fed, decreases the block's level and returns true
+ /** Checks tributaries, if not fed, decreases the block's level and returns true. */
bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta);
- /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking.
+ /** Spreads into the specified block, if the blocktype there allows. a_Area is for checking. */
void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
- /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so
+ /** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */
bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
+
+ /** Checks if the specified block should harden (Water/Lava interaction) and if so, converts it to a suitable block.
+ *
+ * Returns whether the block was changed or not.
+ */
+ bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
+
+ /** Spread water to neighbors.
+ *
+ * May be overridden to provide more sophisticated algorithms.
+ */
+ virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
} ;
diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp
index 72b2eb628..7779573d7 100644
--- a/src/Simulator/FluidSimulator.cpp
+++ b/src/Simulator/FluidSimulator.cpp
@@ -36,6 +36,7 @@ bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
case E_BLOCK_COBWEB:
case E_BLOCK_CROPS:
case E_BLOCK_DEAD_BUSH:
+ case E_BLOCK_LILY_PAD:
case E_BLOCK_RAIL:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
@@ -166,14 +167,12 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
{
LowestPoint = Meta;
X = Pos->x;
- Pos->y; //Remove if no side effects
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
- Pos->y; //Remove if no side effects
Z = Pos->z;
}
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
new file mode 100644
index 000000000..f12c29211
--- /dev/null
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -0,0 +1,1704 @@
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "IncrementalRedstoneSimulator.h"
+#include "../BlockEntities/DropSpenserEntity.h"
+#include "../BlockEntities/NoteEntity.h"
+#include "../BlockEntities/CommandBlockEntity.h"
+#include "../Entities/TNTEntity.h"
+#include "../Entities/Pickup.h"
+#include "../Blocks/BlockTorch.h"
+#include "../Blocks/BlockDoor.h"
+#include "../Piston.h"
+
+
+
+
+
+cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World)
+ : super(a_World)
+{
+}
+
+
+
+
+
+cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator()
+{
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
+{
+ if ((a_Chunk == NULL) || !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 != 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);
+ }
+ 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
+
+ PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
+ for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ continue;
+ }
+
+ if (!IsPotentialSource(Block))
+ {
+ 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);
+ PoweredBlocks->erase(itr);
+ break;
+ }
+ else if (
+ // 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_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) ||
+ (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0))
+ )
+ {
+ 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);
+ PoweredBlocks->erase(itr);
+ break;
+ }
+ else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
+ {
+ if (!a_Chunk->IsLightValid())
+ {
+ m_World.QueueLightChunk(a_Chunk->GetPosX(), a_Chunk->GetPosZ());
+ break;
+ }
+ else
+ {
+ NIBBLETYPE SkyLight;
+ a_Chunk->UnboundedRelGetBlockSkyLight(RelX, itr->a_SourcePos.y + 1, RelZ, SkyLight);
+
+ if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness();
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level");
+ PoweredBlocks->erase(itr);
+ break;
+ }
+ }
+ }
+ }
+
+ LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
+ // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
+ for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (!IsPotentialSource(Block))
+ {
+ 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);
+ continue;
+ }
+ else if (
+ // Things that can send power through a block but which depends on meta
+ ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
+ ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
+ (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
+ )
+ {
+ 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);
+ continue;
+ }
+ }
+ else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (!IsViableMiddleBlock(Block))
+ {
+ 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);
+ continue;
+ }
+ }
+ ++itr;
+ }
+
+ SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
+ for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ continue;
+ }
+
+ if (!IsAllowedBlock(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ SimulatedPlayerToggleableBlocks->erase(itr);
+ break;
+ }
+ }
+
+ RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
+ for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ continue;
+ }
+
+ if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
+ {
+ RepeatersDelayList->erase(itr);
+ break;
+ }
+ }
+
+ if (a_OtherChunk != NULL)
+ {
+ // 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;
+ }
+
+ cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
+ for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr)
+ {
+ 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->Data = Block; // Update block information
+ }
+ return;
+ }
+ }
+
+ if (!IsAllowedBlock(Block))
+ {
+ return;
+ }
+
+ RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
+{
+ // We still attempt to simulate all blocks in the chunk every tick, because of outside influence that needs to be taken into account
+ // For example, repeaters need to be ticked, pressure plates checked for entities, daylight sensor checked for light changes, etc.
+ // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks
+ // A marking dirty system might be a TODO for later on, perhaps
+
+ m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
+ if (m_RedstoneSimulatorChunkData->empty())
+ {
+ return;
+ }
+
+ m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
+ m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
+ m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
+ m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
+ m_Chunk = a_Chunk;
+
+ int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
+ int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
+
+ for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
+ {
+ if (dataitr->DataTwo)
+ {
+ dataitr = m_RedstoneSimulatorChunkData->erase(dataitr);
+ continue;
+ }
+
+ int a_X = BaseX + dataitr->x;
+ int a_Z = BaseZ + dataitr->z;
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_FENCE_GATE: HandleFenceGate(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(a_X, dataitr->y, a_Z); break;
+
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ HandleRedstoneTorch(a_X, dataitr->y, a_Z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_WOODEN_BUTTON:
+ {
+ HandleRedstoneButton(a_X, dataitr->y, a_Z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ HandleRedstoneRepeater(a_X, dataitr->y, a_Z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ HandlePiston(a_X, dataitr->y, a_Z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ {
+ HandleRedstoneLamp(a_X, dataitr->y, a_Z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ {
+ HandleDropSpenser(a_X, dataitr->y, a_Z);
+ break;
+ }
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ {
+ HandleDoor(a_X, dataitr->y, a_Z);
+ break;
+ }
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ HandleRail(a_X, dataitr->y, a_Z, dataitr->Data);
+ 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(a_X, dataitr->y, a_Z, dataitr->Data);
+ break;
+ }
+ default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break;
+ }
+ ++dataitr;
+ }
+}
+
+
+
+
+void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
+{
+ if (
+ ((a_BlockX % cChunkDef::Width) <= 1) ||
+ ((a_BlockX % cChunkDef::Width) >= 14) ||
+ ((a_BlockZ % cChunkDef::Width) <= 1) ||
+ ((a_BlockZ % cChunkDef::Width) >= 14)
+ ) // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
+ {
+ // 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 coordiantes 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_BlockX, int a_BlockY, int a_BlockZ, 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_BlockX; int Y = a_BlockY; int Z = a_BlockZ;
+ AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on
+
+ if (AreCoordsDirectlyPowered(X, Y, Z))
+ {
+ // There was a match, torch goes off
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
+ return;
+ }
+
+ // Torch still on, make all 4(X, Z) + 1(Y) sides powered
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ BLOCKTYPE Type = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z);
+ if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
+ {
+ if (
+ ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc.
+ (!Vector3i(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
+ )
+ {
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
+ }
+ }
+ else
+ {
+ // Top side, power whatever is there, including blocks
+ SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
+ // Power all blocks surrounding block above torch
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON);
+ }
+ }
+
+ if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
+ {
+ BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+
+ if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though!
+ {
+ SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
+ }
+ }
+ }
+ else
+ {
+ // Check if the block the torch is on is powered
+ int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ;
+ AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on
+
+ // See if off state torch can be turned on again
+ if (AreCoordsDirectlyPowered(X, Y, Z))
+ {
+ return; // Something matches, torch still powered
+ }
+
+ // Block torch on not powered, can be turned on again!
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE);
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); // Set self as powered
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER);
+
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_LEVER);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_LEVER);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ cChunkInterface ChunkInterface(m_World.GetChunkMap());
+ NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
+{
+ if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockType);
+
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, a_BlockType);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, a_BlockType);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ 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
+ if (IsWirePowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
+ }
+ else
+ {
+ NIBBLETYPE MetaToSet = 0;
+ NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ int TimesMetaSmaller = 0, TimesFoundAWire = 0;
+
+ 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...
+ {
+ if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))) // 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
+ {
+ if (cBlockInfo::IsSolid(m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y + 1, a_BlockZ + gCrossCoords[i].z)))
+ {
+ continue;
+ }
+ }
+
+ BLOCKTYPE SurroundType;
+ NIBBLETYPE SurroundMeta;
+ m_World.GetBlockTypeMeta(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, SurroundType, SurroundMeta);
+
+ if (SurroundType == E_BLOCK_REDSTONE_WIRE)
+ {
+ TimesFoundAWire++;
+
+ if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking
+ {
+ // Does surrounding wire have a higher power level than self?
+ // >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
+ if (SurroundMeta >= MyMeta)
+ {
+ MetaToSet = SurroundMeta - 1; // To improve performance
+ }
+ }
+
+ if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's
+ {
+ TimesMetaSmaller++;
+ }
+ }
+ }
+
+ if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0))
+ {
+ // All surrounding metas were smaller - self must have been a wire that was
+ // transferring power to other wires around.
+ // However, self not directly powered anymore, so source must have been removed,
+ // therefore, self must be set to meta zero
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock
+ return; // No need to process block power sets because self not powered
+ }
+ else if (MyMeta != MetaToSet)
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
+ }
+ }
+
+ if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
+ {
+ for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
+ {
+ if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF)
+ {
+ SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ }
+ }
+
+ // Wire still powered, power blocks beneath
+ SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE);
+
+ switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ case REDSTONE_NONE:
+ {
+ SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
+ break;
+ }
+ case REDSTONE_X_POS:
+ {
+ SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
+ break;
+ }
+ case REDSTONE_X_NEG:
+ {
+ SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
+ break;
+ }
+ case REDSTONE_Z_POS:
+ {
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
+ break;
+ }
+ case REDSTONE_Z_NEG:
+ {
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
+ break;
+ }
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
+{
+ // Create a variable holding my meta to avoid multiple lookups.
+ NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+
+ // Do the same for being on, self powered or locked.
+ bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
+ bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
+ bool IsLocked = IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
+
+ if (IsSelfPowered && !IsOn && !IsLocked) // Queue a power change if powered, but not on and not locked.
+ {
+ QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
+ }
+ else if (!IsSelfPowered && IsOn && !IsLocked) // Queue a power change if unpowered, on, and not locked.
+ {
+ QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
+ }
+
+ for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ continue;
+ }
+
+ if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
+ {
+ if (itr->ShouldPowerOn)
+ {
+ if (!IsOn)
+ {
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
+ }
+
+ switch (a_Meta & 0x3) // We only want the direction (bottom) bits
+ {
+ case 0x0:
+ {
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
+ }
+ case 0x1:
+ {
+ SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
+ }
+ case 0x2:
+ {
+ SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
+ break;
+ }
+ case 0x3:
+ {
+ SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
+ SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
+ 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
+ {
+ if (IsOn)
+ {
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
+ }
+ m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating
+ return;
+ }
+ }
+ 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++;
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ cPiston Piston(&m_World);
+ if (IsPistonPowered(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
+ {
+ Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ else
+ {
+ Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ class cSetPowerToDropSpenser :
+ public cDropSpenserCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
+ {
+ a_DropSpenser->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } DrSpSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ));
+
+ m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
+{
+ if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
+ {
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
+ }
+ }
+ else
+ {
+ if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
+ m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
+ {
+ cChunkInterface ChunkInterface(m_World.GetChunkMap());
+ cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
+ {
+ cChunkInterface ChunkInterface(m_World.GetChunkMap());
+ cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ class cSetPowerToCommandBlock :
+ public cCommandBlockCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cCommandBlockEntity * a_CommandBlock) override
+ {
+ a_CommandBlock->SetRedstonePower(m_IsPowered);
+ return false;
+ }
+ } CmdBlockSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ));
+
+ m_World.DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, CmdBlockSP);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
+{
+ switch (a_MyType)
+ {
+ case E_BLOCK_DETECTOR_RAIL:
+ {
+ if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
+ {
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
+ }
+ break;
+ }
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08);
+ }
+ else
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07);
+ }
+ break;
+ }
+ default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
+ {
+ m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, true);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
+ {
+ m_World.SetTrapdoorOpen(a_BlockX, a_BlockY, a_BlockZ, false);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ bool m_bAreCoordsPowered = AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ);
+
+ if (m_bAreCoordsPowered)
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
+ {
+ class cSetPowerToNoteBlock :
+ public cNoteBlockCallback
+ {
+ bool m_IsPowered;
+ public:
+ cSetPowerToNoteBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
+
+ virtual bool Item(cNoteEntity * a_NoteBlock) override
+ {
+ if (m_IsPowered)
+ {
+ a_NoteBlock->MakeSound();
+ }
+ return false;
+ }
+ } NoteBlockSP(m_bAreCoordsPowered);
+
+ m_World.DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, NoteBlockSP);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
+ }
+ }
+ else
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
+ {
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int a_ChunkX, a_ChunkZ;
+ cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ);
+
+ if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
+ {
+ m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
+ }
+ else
+ {
+ NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness();
+ if (SkyLight > 8)
+ {
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
+ }
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
+{
+ switch (a_MyType)
+ {
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ {
+ // MCS feature - stone pressure plates can only be triggered by players :D
+ cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false);
+
+ if (a_Player != NULL)
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE);
+ }
+ else
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
+ m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ break;
+ }
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ {
+ class cPressurePlateCallback :
+ public cEntityCallback
+ {
+ public:
+ cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
+ m_Entity(NULL),
+ m_World(a_World),
+ 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 <= 0.7)
+ {
+ m_Entity = a_Entity;
+ 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_Entity != NULL;
+ }
+
+ protected:
+ cEntity * m_Entity;
+ cWorld * m_World;
+
+ int m_X;
+ int m_Y;
+ int m_Z;
+ } ;
+
+ cPressurePlateCallback PressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World);
+ m_World.ForEachEntity(PressurePlateCallback);
+
+ NIBBLETYPE Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ if (PressurePlateCallback.FoundEntity())
+ {
+ if (Meta == 0x0)
+ {
+ m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.5F);
+ }
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
+ SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
+ }
+ else
+ {
+ if (Meta == 0x1)
+ {
+ m_World.BroadcastSoundEffect("random.click", (int) ((a_BlockX + 0.5) * 8.0), (int) ((a_BlockY + 0.1) * 8.0), (int) ((a_BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
+ }
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
+ m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ break;
+ }
+ default:
+ LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str());
+ break;
+ }
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+// 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_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
+{
+ // Repeaters cannot be powered by any face except their back; verify that this is true for a source
+
+ for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ // Flip the coords to check the back of the repeater
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
+ }
+ }
+ }
+
+ for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
+ break;
+ }
+ }
+ }
+ return false; // Couldn't find power source behind repeater
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
+{
+ // Change checking direction according to meta rotation.
+ switch (a_Meta & 0x3) //compare my direction to my neighbor's
+ {
+
+ // If the repeater is facing one direction, do one thing.
+ case 0x0:
+ case 0x2:
+ {
+ if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a
+ {
+ NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3;
+ if (otherRepeaterDir == 0x1) { return true; }
+ }
+
+ if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON)
+ {
+ NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3;
+ if (otherRepeaterDir == 0x3) { return true; }
+ }
+
+ break;
+ }
+
+ // If another, do the other.
+ case 0x1:
+ case 0x3:
+ {
+ if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON)
+ {
+ NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3;
+ if (otherRepeaterDir == 0x0) { return true; }
+ }
+
+ if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON)
+ {
+ NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3;
+ if (otherRepeaterDir == 0x2) { return true; }
+ }
+
+ break;
+ }
+ }
+
+ return false;
+}
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
+{
+ // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
+
+ int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ;
+ eBlockFace Face = cPiston::MetaDataToDirection(a_Meta);
+
+ for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
+
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face);
+
+ if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ return true;
+ }
+
+ a_BlockX = OldX;
+ a_BlockY = OldY;
+ a_BlockZ = OldZ;
+ }
+
+ for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
+
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face);
+
+ if (!itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ return true;
+ }
+
+ a_BlockX = OldX;
+ a_BlockY = OldY;
+ a_BlockZ = OldZ;
+ }
+ return false; // Source was in front of the piston's front face
+}
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
+
+ if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE)
+ {
+ return true;
+ }
+ }
+
+ for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
+
+ if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE)
+ {
+ return true;
+ }
+ }
+ return false; // Source was in front of the piston's front face
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered)
+{
+ for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ 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_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType)
+{
+ switch (a_Direction)
+ {
+ case BLOCK_FACE_XM:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
+
+ SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+
+ break;
+ }
+ case BLOCK_FACE_XP:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
+
+ SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+
+ break;
+ }
+ case BLOCK_FACE_YM:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+
+ break;
+ }
+ case BLOCK_FACE_YP:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+
+ break;
+ }
+ case BLOCK_FACE_ZM:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+
+ break;
+ }
+ case BLOCK_FACE_ZP:
+ {
+ BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
+
+ SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+ SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
+
+ 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_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock)
+{
+ 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_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
+{
+ BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ if (Block == E_BLOCK_AIR)
+ {
+ // Don't set air, fixes some bugs (wires powering themselves)
+ return;
+ }
+
+ PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
+
+ for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
+ )
+ {
+ // Check for duplicates
+ return;
+ }
+ }
+
+ sPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
+ RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
+ Powered->push_back(RC);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::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_MiddleBlock
+)
+{
+ BLOCKTYPE DestBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ if (DestBlock == E_BLOCK_AIR)
+ {
+ // Don't set air, fixes some bugs (wires powering themselves)
+ return;
+ }
+ if (!IsViableMiddleBlock(a_MiddleBlock))
+ {
+ return;
+ }
+
+ LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
+
+ for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
+ itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
+ )
+ {
+ // Check for duplicates
+ return;
+ }
+ }
+
+ sLinkedPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
+ RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ);
+ RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
+ Linked->push_back(RC);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered)
+{
+ for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ 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_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
+ RC.WasLastStatePowered = WasLastStatePowered;
+ m_SimulatedPlayerToggleableBlocks->push_back(RC);
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
+{
+ for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
+ {
+ return;
+ }
+
+ // 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;
+ }
+ }
+
+ // Self not in list, add self to list
+ sRepeatersDelayList RC;
+ RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
+
+ // 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;
+
+ RC.a_ElapsedTicks = 0;
+ RC.ShouldPowerOn = ShouldPowerOn;
+ m_RepeatersDelayList->push_back(RC);
+ return;
+}
+
+
+
+
+
+cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ int Dir = REDSTONE_NONE;
+
+ BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
+ if (IsPotentialSource(NegX))
+ {
+ Dir |= (REDSTONE_X_POS);
+ }
+
+ BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
+ if (IsPotentialSource(PosX))
+ {
+ Dir |= (REDSTONE_X_NEG);
+ }
+
+ BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
+ 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 = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
+ 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);
+}
+
+
+
+
+
+bool cIncrementalRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta)
+{
+ return IsLeverOn(a_BlockMeta);
+}
+
+
+
+
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
new file mode 100644
index 000000000..f93f86898
--- /dev/null
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -0,0 +1,283 @@
+
+#pragma once
+
+#include "RedstoneSimulator.h"
+
+/// Per-chunk data for the simulator, specified individual chunks to simulate
+typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
+
+
+
+
+
+class cIncrementalRedstoneSimulator :
+ public cRedstoneSimulator
+{
+ typedef cRedstoneSimulator super;
+public:
+
+ cIncrementalRedstoneSimulator(cWorld & a_World);
+ ~cIncrementalRedstoneSimulator();
+
+ virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
+
+ enum eRedstoneDirection
+ {
+ REDSTONE_NONE = 0,
+ REDSTONE_X_POS = 0x1,
+ REDSTONE_X_NEG = 0x2,
+ REDSTONE_Z_POS = 0x4,
+ REDSTONE_Z_NEG = 0x8,
+ };
+ eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+private:
+
+ 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
+ };
+
+ 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_SourcePos;
+ };
+
+ struct sSimulatedPlayerToggleableList
+ {
+ Vector3i a_BlockPos;
+ bool WasLastStatePowered;
+ };
+
+ struct sRepeatersDelayList
+ {
+ Vector3i a_BlockPos;
+ unsigned char a_DelayTicks;
+ unsigned char a_ElapsedTicks;
+ bool ShouldPowerOn;
+ };
+
+public:
+
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+ typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
+ typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
+
+private:
+
+ cRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
+ PoweredBlocksList * m_PoweredBlocks;
+ LinkedBlocksList * m_LinkedPoweredBlocks;
+ SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
+ RepeatersDelayList * m_RepeatersDelayList;
+
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
+ void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
+ cChunk * m_Chunk;
+
+ // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
+ // In addition to being non-performant, it would stop the player from actually breaking said device
+
+ /* ====== SOURCES ====== */
+ /** Handles the redstone torch */
+ void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /** Handles the redstone block */
+ void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles levers */
+ void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles buttons */
+ void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
+ /** Handles daylight sensors */
+ void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles pressure plates */
+ void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ /** Handles redstone wire */
+ void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles repeaters */
+ void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ /** Handles pistons */
+ void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles dispensers and droppers */
+ void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles TNT (exploding) */
+ void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles redstone lamps */
+ void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
+ /** Handles doords */
+ void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles command blocks */
+ void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles activator, detector, and powered rails */
+ void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
+ /** Handles trapdoors */
+ void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles fence gates */
+ void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Handles noteblocks */
+ void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /* ===================== */
+
+ /* ====== 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);
+ /** 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);
+ /** 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);
+ /** Marks all blocks immediately surrounding a coordinate as powered */
+ void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
+ /** Queues a repeater to be powered or unpowered */
+ void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
+
+ /** Returns if a coordinate is powered or linked powered */
+ bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
+ /** Returns if a coordinate is in the directly powered blocks list */
+ bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Returns if a coordinate is in the indirectly powered blocks list */
+ bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
+ /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
+ 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);
+
+
+ /** 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);
+ /* ============================== */
+
+ /* ====== Misc Functions ====== */
+ /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
+ inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
+
+ /** Returns if a block is a mechanism (something that accepts power and does something) */
+ inline static bool IsMechanism(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_COMMAND_BLOCK:
+ 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:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /** Returns if a block has the potential to output power */
+ inline static bool IsPotentialSource(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /** Returns if a block is any sort of redstone device */
+ inline static bool IsRedstone(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ // All redstone devices, please alpha sort
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_COMMAND_BLOCK:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_INACTIVE_COMPARATOR:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_POWERED_RAIL:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_TRIPWIRE_HOOK:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_PISTON:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+};
+
+
+
+
diff --git a/src/Simulator/NoopRedstoneSimulator.h b/src/Simulator/NoopRedstoneSimulator.h
new file mode 100644
index 000000000..fe3949198
--- /dev/null
+++ b/src/Simulator/NoopRedstoneSimulator.h
@@ -0,0 +1,40 @@
+
+#pragma once
+
+#include "RedstoneSimulator.h"
+
+
+
+
+
+class cRedstoneNoopSimulator :
+ public cRedstoneSimulator
+{
+ typedef cRedstoneSimulator super;
+public:
+
+ cRedstoneNoopSimulator(cWorld & a_World) :
+ super(a_World)
+ {
+ }
+
+ //~cRedstoneNoopSimulator();
+
+ virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override
+ {
+ UNUSED(a_Dt);
+ UNUSED(a_ChunkX);
+ UNUSED(a_ChunkZ);
+ UNUSED(a_Chunk);
+ }
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return false; }
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override
+ {
+ UNUSED(a_BlockX);
+ UNUSED(a_BlockY);
+ UNUSED(a_BlockZ);
+ UNUSED(a_Chunk);
+ }
+
+} ;
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp
index e361cbf49..a83f21106 100644
--- a/src/Simulator/RedstoneSimulator.cpp
+++ b/src/Simulator/RedstoneSimulator.cpp
@@ -1,22 +1,15 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+#include "Globals.h"
#include "RedstoneSimulator.h"
-#include "../BlockEntities/DropSpenserEntity.h"
-#include "../BlockEntities/NoteEntity.h"
-#include "../BlockEntities/CommandBlockEntity.h"
-#include "../Entities/TNTEntity.h"
-#include "../Blocks/BlockTorch.h"
-#include "../Blocks/BlockDoor.h"
-#include "../Piston.h"
-#include "../Tracer.h"
+#include "../World.h"
-cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World)
- : super(a_World)
+cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World) :
+ super(a_World)
{
}
@@ -24,1507 +17,3 @@ cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World)
-cRedstoneSimulator::~cRedstoneSimulator()
-{
-}
-
-
-
-
-
-void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- if ((a_Chunk == NULL) || !a_Chunk->IsValid())
- {
- return;
- }
- else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
- {
- return;
- }
-
- int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
-
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
- 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
-
- for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
- {
- if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- continue;
- }
-
- if (!IsPotentialSource(Block))
- {
- LOGD("cRedstoneSimulator: 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);
- m_PoweredBlocks.erase(itr);
- break;
- }
- else if (
- // 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_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0))
- )
- {
- LOGD("cRedstoneSimulator: 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);
- m_PoweredBlocks.erase(itr);
- break;
- }
- else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
- {
- if (!a_Chunk->IsLightValid())
- {
- m_World.QueueLightChunk(a_Chunk->GetPosX(), a_Chunk->GetPosZ());
- break;
- }
- else
- {
- NIBBLETYPE SkyLight;
- a_Chunk->UnboundedRelGetBlockSkyLight(RelX, itr->a_SourcePos.y + 1, RelZ, SkyLight);
-
- if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness();
- {
- LOGD("cRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level");
- m_PoweredBlocks.erase(itr);
- break;
- }
- }
- }
- }
-
- for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (!IsPotentialSource(Block))
- {
- LOGD("cRedstoneSimulator: 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);
- m_LinkedPoweredBlocks.erase(itr);
- break;
- }
- else if (
- // Things that can send power through a block but which depends on meta
- ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
- ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
- (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
- )
- {
- LOGD("cRedstoneSimulator: 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);
- m_LinkedPoweredBlocks.erase(itr);
- break;
- }
- }
- else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (!IsViableMiddleBlock(Block))
- {
- LOGD("cRedstoneSimulator: 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);
- m_LinkedPoweredBlocks.erase(itr);
- break;
- }
- }
- }
-
- for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- continue;
- }
-
- if (!IsAllowedBlock(Block))
- {
- LOGD("cRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- m_SimulatedPlayerToggleableBlocks.erase(itr);
- break;
- }
- }
-
- for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- continue;
- }
-
- if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
- {
- m_RepeatersDelayList.erase(itr);
- break;
- }
- }
-
- cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
- for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
- {
- if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // We are at an entry matching the current (changed) block
- {
- if (!IsAllowedBlock(Block))
- {
- ChunkData.erase(itr); // The new blocktype is not redstone; it must be removed from this list
- }
- else
- {
- itr->Data = Block; // Update block information
- }
- return;
- }
- }
-
- if (!IsAllowedBlock(Block))
- {
- return;
- }
-
- ChunkData.push_back(cCoordWithBlock(RelX, a_BlockY, RelZ, Block));
-}
-
-
-
-
-
-void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
-{
- // We still attempt to simulate all blocks in the chunk every tick, because of outside influence that needs to be taken into account
- // For example, repeaters need to be ticked, pressure plates checked for entities, daylight sensor checked for light changes, etc.
- // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks
- // A marking dirty system might be a TODO for later on, perhaps
-
- cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData();
- if (ChunkData.empty())
- {
- return;
- }
-
- int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
- int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
-
- for (cRedstoneSimulatorChunkData::const_iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end(); ++dataitr)
- {
- int a_X = BaseX + dataitr->x;
- int a_Z = BaseZ + dataitr->z;
- switch (dataitr->Data)
- {
- case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(a_X, dataitr->y, a_Z); break;
- case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(a_X, dataitr->y, a_Z); break;
-
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- HandleRedstoneTorch(a_X, dataitr->y, a_Z, dataitr->Data);
- break;
- }
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_WOODEN_BUTTON:
- {
- HandleRedstoneButton(a_X, dataitr->y, a_Z, dataitr->Data);
- break;
- }
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- HandleRedstoneRepeater(a_X, dataitr->y, a_Z, dataitr->Data);
- break;
- }
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- HandlePiston(a_X, dataitr->y, a_Z);
- break;
- }
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- {
- HandleRedstoneLamp(a_X, dataitr->y, a_Z, dataitr->Data);
- break;
- }
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- HandleDropSpenser(a_X, dataitr->y, a_Z);
- break;
- }
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- {
- HandleDoor(a_X, dataitr->y, a_Z);
- break;
- }
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- HandleRail(a_X, dataitr->y, a_Z, dataitr->Data);
- break;
- }
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- {
- HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data);
- break;
- }
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, 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_BlockX; int Y = a_BlockY; int Z = a_BlockZ;
- AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on
-
- if (AreCoordsDirectlyPowered(X, Y, Z))
- {
- // There was a match, torch goes off
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
- return;
- }
-
- // Torch still on, make all 4(X, Z) + 1(Y) sides powered
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
- {
- BLOCKTYPE Type = m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z);
- if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
- {
- if (
- ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc.
- (!Vector3i(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
- )
- {
- SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
- }
- }
- else
- {
- // Top side, power whatever is there, including blocks
- SetBlockPowered(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
- // Power all blocks surrounding block above torch
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_TORCH_ON);
- }
- }
-
- if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
- {
- BLOCKTYPE Type = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
-
- if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though!
- {
- SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON);
- }
- }
- }
- else
- {
- // Check if the block the torch is on is powered
- int X = a_BlockX; int Y = a_BlockY; int Z = a_BlockZ;
- AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)), true); // Inverse true to get the block torch is on
-
- // See if off state torch can be turned on again
- if (AreCoordsDirectlyPowered(X, Y, Z))
- {
- return; // Something matches, torch still powered
- }
-
- // Block torch on not powered, can be turned on again!
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE);
- SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_BLOCK_OF_REDSTONE); // Set self as powered
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- if (IsLeverOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
- {
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LEVER);
-
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_LEVER);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_LEVER);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_LEVER);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_LEVER);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_LEVER);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_LEVER);
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
-{
- if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
- {
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_BlockType);
-
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, a_BlockType);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, a_BlockType);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, a_BlockType);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, a_BlockType);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, a_BlockType);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, a_BlockType);
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- 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
- if (IsWirePowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 15); // Maximum power
- }
- else
- {
- NIBBLETYPE MetaToSet = 0;
- NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
- int TimesMetaSmaller = 0, TimesFoundAWire = 0;
-
- 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...
- {
- if (g_BlockIsSolid[m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ)]) // 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
- {
- if (g_BlockIsSolid[m_World.GetBlock(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y + 1, a_BlockZ + gCrossCoords[i].z)])
- {
- continue;
- }
- }
-
- BLOCKTYPE SurroundType;
- NIBBLETYPE SurroundMeta;
- m_World.GetBlockTypeMeta(a_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, SurroundType, SurroundMeta);
-
- if (SurroundType == E_BLOCK_REDSTONE_WIRE)
- {
- TimesFoundAWire++;
-
- if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking
- {
- // Does surrounding wire have a higher power level than self?
- // >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
- if (SurroundMeta >= MyMeta)
- {
- MetaToSet = SurroundMeta - 1; // To improve performance
- }
- }
-
- if (SurroundMeta < MyMeta) // Go through all surroundings to see if self power is larger than everyone else's
- {
- TimesMetaSmaller++;
- }
- }
- }
-
- if (TimesMetaSmaller == TimesFoundAWire)
- {
- // All surrounding metas were smaller - self must have been a wire that was
- // transferring power to other wires around.
- // However, self not directly powered anymore, so source must have been removed,
- // therefore, self must be set to meta zero
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock
- return; // No need to process block power sets because self not powered
- }
- else
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
- }
- }
-
- if (m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) != 0) // A powered wire
- {
- for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
- {
- if (m_World.GetBlock(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z) == E_BLOCK_REDSTONE_REPEATER_OFF)
- {
- SetBlockPowered(a_BlockX + gSideCoords[i].x, a_BlockY + gSideCoords[i].y, a_BlockZ + gSideCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
- }
- }
-
- // Wire still powered, power blocks beneath
- SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE);
-
- switch (GetWireDirection(a_BlockX, a_BlockY, a_BlockZ))
- {
- case REDSTONE_NONE:
- {
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
-
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
- break;
- }
- case REDSTONE_X_POS:
- {
- SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE);
- break;
- }
- case REDSTONE_X_NEG:
- {
- SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE);
- break;
- }
- case REDSTONE_Z_POS:
- {
- SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE);
- break;
- }
- case REDSTONE_Z_NEG:
- {
- SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE);
- break;
- }
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
-{
- NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
-
- bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false); // Cache if repeater is on
- bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is pwoered
-
- if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on
- {
- QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, true);
- }
- else if (!IsSelfPowered && IsOn) // Queue a power change if I am not receiving power but on
- {
- QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false);
- }
-
- for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- continue;
- }
-
- if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
- {
- if (itr->ShouldPowerOn)
- {
- if (!IsOn)
- {
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
- }
-
- switch (a_Meta & 0x3) // We only want the direction (bottom) bits
- {
- case 0x0:
- {
- SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_REPEATER_ON);
- break;
- }
- case 0x1:
- {
- SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_REPEATER_ON);
- break;
- }
- case 0x2:
- {
- SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_REPEATER_ON);
- break;
- }
- case 0x3:
- {
- SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON);
- SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_REPEATER_ON);
- 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
- {
- if (IsOn)
- {
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
- }
- m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating
- return;
- }
- }
- 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++;
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- cPiston Piston(&m_World);
- if (IsPistonPowered(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
- {
- Piston.ExtendPiston(a_BlockX, a_BlockY, a_BlockZ);
- }
- else
- {
- Piston.RetractPiston(a_BlockX, a_BlockY, a_BlockZ);
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- class cSetPowerToDropSpenser :
- public cDropSpenserCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
- {
- a_DropSpenser->SetRedstonePower(m_IsPowered);
- return false;
- }
- } DrSpSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ));
-
- m_World.DoWithDropSpenserAt(a_BlockX, a_BlockY, a_BlockZ, DrSpSP);
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
-{
- if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
- {
- if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
- }
- }
- else
- {
- if (!AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
- m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
- {
- cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
- SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
- {
- cBlockDoorHandler::ChangeDoor(&m_World, a_BlockX, a_BlockY, a_BlockZ);
- SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- class cSetPowerToCommandBlock :
- public cCommandBlockCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cCommandBlockEntity * a_CommandBlock) override
- {
- a_CommandBlock->SetRedstonePower(m_IsPowered);
- return false;
- }
- } CmdBlockSP (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ));
-
- m_World.DoWithCommandBlockAt(a_BlockX, a_BlockY, a_BlockZ, CmdBlockSP);
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
-{
- switch (a_MyType)
- {
- case E_BLOCK_DETECTOR_RAIL:
- {
- if ((m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x08) == 0x08)
- {
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, a_MyType);
- }
- break;
- }
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x08);
- }
- else
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0x07);
- }
- break;
- }
- default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
- {
- if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x4);
- SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0xB); // Take into account that the fourth bit is needed for trapdoors too
- SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- bool m_bAreCoordsPowered = AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ);
-
- if (m_bAreCoordsPowered)
- {
- if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
- {
- class cSetPowerToNoteBlock :
- public cNoteBlockCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToNoteBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cNoteEntity * a_NoteBlock) override
- {
- if (m_IsPowered)
- {
- a_NoteBlock->MakeSound();
- }
- return false;
- }
- } NoteBlockSP(m_bAreCoordsPowered);
-
- m_World.DoWithNoteBlockAt(a_BlockX, a_BlockY, a_BlockZ, NoteBlockSP);
- SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
- {
- SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- int a_ChunkX, a_ChunkZ;
- cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ);
-
- if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
- {
- m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
- }
- else
- {
- NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness();
- if (SkyLight > 8)
- {
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
-{
- switch (a_MyType)
- {
- case E_BLOCK_STONE_PRESSURE_PLATE:
- {
- // MCS feature - stone pressure plates can only be triggered by players :D
- cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f);
-
- if (a_Player != NULL)
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE);
- }
- else
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
- m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
- }
- break;
- }
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- {
- class cWoodenPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cWoodenPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
- m_X(a_BlockX),
- m_Y(a_BlockY),
- m_Z(a_BlockZ),
- m_World(a_World),
- m_Entity(NULL)
- {
- }
-
- virtual bool Item(cEntity * a_Entity) override
- {
- cTracer LineOfSight(m_World);
-
- Vector3f EntityPos = a_Entity->GetPosition();
- Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
- float Distance = (EntityPos - BlockPos).Length();
-
- if (Distance < 0.5)
- {
- if (!LineOfSight.Trace(BlockPos, (EntityPos - BlockPos), (int)(EntityPos - BlockPos).Length()))
- {
- m_Entity = a_Entity;
- return true; // Break out, we only need to know for wooden plates that at least one entity is on top
- }
- }
- return false;
- }
-
- bool FoundEntity(void) const
- {
- return m_Entity != NULL;
- }
-
- protected:
- cEntity * m_Entity;
- cWorld * m_World;
-
- int m_X;
- int m_Y;
- int m_Z;
- } ;
-
- cWoodenPressurePlateCallback WoodenPressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World);
- m_World.ForEachEntity(WoodenPressurePlateCallback);
-
- if (WoodenPressurePlateCallback.FoundEntity())
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
- SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WOODEN_PRESSURE_PLATE);
- }
- else
- {
- m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
- m_World.WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
- }
- break;
- }
- default:
- LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str());
- break;
- }
-}
-
-
-
-
-
-bool cRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
- {
- if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- return true;
- }
- }
- return false;
-}
-
-
-
-
-
-bool cRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
- {
- if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- return true;
- }
- }
- return false;
-}
-
-
-
-
-
-bool cRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
-{
- // Repeaters cannot be powered by any face except their back; verify that this is true for a source
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
-
- switch (a_Meta)
- {
- case 0x0:
- {
- // Flip the coords to check the back of the repeater
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
- break;
- }
- case 0x1:
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
- break;
- }
- case 0x2:
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
- break;
- }
- case 0x3:
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
- break;
- }
- }
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
-
- switch (a_Meta)
- {
- case 0x0:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1))) { return true; }
- break;
- }
- case 0x1:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ))) { return true; }
- break;
- }
- case 0x2:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1))) { return true; }
- break;
- }
- case 0x3:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ))) { return true; }
- break;
- }
- }
- }
- return false; // Couldn't find power source behind repeater
-}
-
-
-
-
-bool cRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
-{
- // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
-
- int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
-
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Meta); // Piston meta is based on what direction they face, so we can do this
-
- if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- return true;
- }
-
- a_BlockX = OldX;
- a_BlockY = OldY;
- a_BlockZ = OldZ;
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
-
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
-
- if (!itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- return true;
- }
-
- a_BlockX = OldX;
- a_BlockY = OldY;
- a_BlockZ = OldZ;
- }
- return false; // Source was in front of the piston's front face
-}
-
-
-
-
-bool cRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
-
- if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE)
- {
- return true;
- }
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
-
- if (m_World.GetBlock(itr->a_SourcePos) != E_BLOCK_REDSTONE_WIRE)
- {
- return true;
- }
- }
- return false; // Source was in front of the piston's front face
-}
-
-
-
-
-
-bool cRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered)
-{
- for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr)
- {
- if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- 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 cRedstoneSimulator::SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceType)
-{
- switch (a_Direction)
- {
- case BLOCK_FACE_XM:
- {
- BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
-
- SetBlockLinkedPowered(a_BlockX - 2, a_BlockY, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
-
- break;
- }
- case BLOCK_FACE_XP:
- {
- BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
-
- SetBlockLinkedPowered(a_BlockX + 2, a_BlockY, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
-
- break;
- }
- case BLOCK_FACE_YM:
- {
- BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
-
- SetBlockLinkedPowered(a_BlockX, a_BlockY - 2, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
-
- break;
- }
- case BLOCK_FACE_YP:
- {
- BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
-
- SetBlockLinkedPowered(a_BlockX, a_BlockY + 2, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY + 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
-
- break;
- }
- case BLOCK_FACE_ZM:
- {
- BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
-
- SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ - 2, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
-
- break;
- }
- case BLOCK_FACE_ZP:
- {
- BLOCKTYPE MiddleBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
-
- SetBlockLinkedPowered(a_BlockX, a_BlockY, a_BlockZ + 2, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX + 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX - 1, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY + 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
- SetBlockLinkedPowered(a_BlockX, a_BlockY - 1, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, a_SourceType, MiddleBlock);
-
- break;
- }
- default:
- {
- ASSERT(!"Unhandled face direction when attempting to set blocks as linked powered!"); // Zombies, that wasn't supposed to happen...
- break;
- }
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock)
-{
- 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_BlockX + gCrossCoords[i].x, a_BlockY + gCrossCoords[i].y, a_BlockZ + gCrossCoords[i].z, a_BlockX, a_BlockY, a_BlockZ, a_SourceBlock);
- }
-}
-
-
-
-
-
-void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
-{
- BLOCKTYPE Block = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
- if (Block == E_BLOCK_AIR)
- {
- // Don't set air, fixes some bugs (wires powering themselves)
- return;
- }
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
- itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
- )
- {
- // Check for duplicates
- return;
- }
- }
-
- sPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
- RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
- m_PoweredBlocks.push_back(RC);
-}
-
-
-
-
-
-void cRedstoneSimulator::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_MiddleBlock
-)
-{
- BLOCKTYPE DestBlock = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
- if (DestBlock == E_BLOCK_AIR)
- {
- // Don't set air, fixes some bugs (wires powering themselves)
- return;
- }
- if (!IsViableMiddleBlock(a_MiddleBlock))
- {
- return;
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
- itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) &&
- itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
- )
- {
- // Check for duplicates
- return;
- }
- }
-
- sLinkedPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
- RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ);
- RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ);
- m_LinkedPoweredBlocks.push_back(RC);
-}
-
-
-
-
-
-void cRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered)
-{
- for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- 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_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
- RC.WasLastStatePowered = WasLastStatePowered;
- m_SimulatedPlayerToggleableBlocks.push_back(RC);
-}
-
-
-
-
-
-void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn)
-{
- for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
- {
- if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
- {
- return;
- }
-
- // 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) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description
- itr->a_ElapsedTicks = 0;
- itr->ShouldPowerOn = ShouldPowerOn;
- return;
- }
- }
-
- // Self not in list, add self to list
- sRepeatersDelayList RC;
- RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
-
- // 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
- // 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;
- RC.ShouldPowerOn = ShouldPowerOn;
- m_RepeatersDelayList.push_back(RC);
- return;
-}
-
-
-
-
-
-cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- int Dir = REDSTONE_NONE;
-
- BLOCKTYPE NegX = m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
- if (IsPotentialSource(NegX))
- {
- Dir |= (REDSTONE_X_POS);
- }
-
- BLOCKTYPE PosX = m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
- if (IsPotentialSource(PosX))
- {
- Dir |= (REDSTONE_X_NEG);
- }
-
- BLOCKTYPE NegZ = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
- 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 = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
- 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 cRedstoneSimulator::IsLeverOn(NIBBLETYPE a_BlockMeta)
-{
- // Extract the ON bit from metadata and return if true if it is set:
- return ((a_BlockMeta & 0x8) == 0x8);
-}
-
-
-
-
-
-bool cRedstoneSimulator::IsButtonOn(NIBBLETYPE a_BlockMeta)
-{
- return IsLeverOn(a_BlockMeta);
-}
-
-
-
-
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index bb2efeb8a..b3e20c9a5 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -3,10 +3,6 @@
#include "Simulator.h"
-/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
-typedef cCoordWithBlockVector cRedstoneSimulatorChunkData;
-
-
@@ -14,250 +10,8 @@ class cRedstoneSimulator :
public cSimulator
{
typedef cSimulator super;
+
public:
-
cRedstoneSimulator(cWorld & a_World);
- ~cRedstoneSimulator();
-
- virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return IsRedstone(a_BlockType); }
-
- enum eRedstoneDirection
- {
- REDSTONE_NONE = 0,
- REDSTONE_X_POS = 0x1,
- REDSTONE_X_NEG = 0x2,
- REDSTONE_Z_POS = 0x4,
- REDSTONE_Z_NEG = 0x8,
- };
- eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
-
-private:
-
- 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
- };
-
- 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_SourcePos;
- };
-
- struct sSimulatedPlayerToggleableList
- {
- Vector3i a_BlockPos;
- bool WasLastStatePowered;
- };
-
- struct sRepeatersDelayList
- {
- Vector3i a_BlockPos;
- short a_DelayTicks;
- short a_ElapsedTicks;
- bool ShouldPowerOn;
- };
-
- typedef std::vector <sPoweredBlocks> PoweredBlocksList;
- typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
- typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
- typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
-
- PoweredBlocksList m_PoweredBlocks;
- LinkedBlocksList m_LinkedPoweredBlocks;
- SimulatedPlayerToggleableList m_SimulatedPlayerToggleableBlocks;
- RepeatersDelayList m_RepeatersDelayList;
-
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
- // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
- // In addition to being non-performant, it would stop the player from actually breaking said device
-
- /* ====== SOURCES ====== */
- /** Handles the redstone torch */
- void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /** Handles the redstone block */
- void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles levers */
- void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles buttons */
- void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
- /** Handles daylight sensors */
- void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles pressure plates */
- void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
- /* ==================== */
-
- /* ====== CARRIERS ====== */
- /** Handles redstone wire */
- void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles repeaters */
- void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /* ====================== */
-
- /* ====== DEVICES ====== */
- /** Handles pistons */
- void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles dispensers and droppers */
- void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles TNT (exploding) */
- void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles redstone lamps */
- void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /** Handles doords */
- void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles command blocks */
- void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles activator, detector, and powered rails */
- void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
- /** Handles trapdoors */
- void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Handles noteblocks */
- void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /* ===================== */
-
- /* ====== 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);
- /** 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);
- /** 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);
- /** Marks all blocks immediately surrounding a coordinate as powered */
- void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
- /** Queues a repeater to be powered or unpowered */
- void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
-
- /** Returns if a coordinate is powered or linked powered */
- bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
- /** Returns if a coordinate is in the directly powered blocks list */
- bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Returns if a coordinate is in the indirectly powered blocks list */
- bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
- 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 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);
-
-
- /** 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);
- /* ============================== */
-
- /* ====== Misc Functions ====== */
- /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
- inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return g_BlockFullyOccupiesVoxel[Block]; }
-
- /** Returns if a block is a mechanism (something that accepts power and does something) */
- inline static bool IsMechanism(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_COMMAND_BLOCK:
- 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:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_POWERED_RAIL:
- {
- return true;
- }
- default: return false;
- }
- }
-
- /** Returns if a block has the potential to output power */
- inline static bool IsPotentialSource(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_LEVER:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_ACTIVE_COMPARATOR:
- {
- return true;
- }
- default: return false;
- }
- }
- /** Returns if a block is any sort of redstone device */
- inline static bool IsRedstone(BLOCKTYPE Block)
- {
- switch (Block)
- {
- // All redstone devices, please alpha sort
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_INACTIVE_COMPARATOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_LEVER:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_TRIPWIRE_HOOK:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_PISTON:
- {
- return true;
- }
- default: return false;
- }
- }
-};
+} ;
diff --git a/src/Simulator/SandSimulator.cpp b/src/Simulator/SandSimulator.cpp
index 87fb83357..f305ba61a 100644
--- a/src/Simulator/SandSimulator.cpp
+++ b/src/Simulator/SandSimulator.cpp
@@ -158,8 +158,10 @@ bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_FIRE:
case E_BLOCK_FLOWER_POT:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_LAVA:
case E_BLOCK_LEVER:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
case E_BLOCK_MINECART_TRACKS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_POWERED_RAIL:
diff --git a/src/Simulator/Simulator.cpp b/src/Simulator/Simulator.cpp
index 06fd0f858..0739f0187 100644
--- a/src/Simulator/Simulator.cpp
+++ b/src/Simulator/Simulator.cpp
@@ -3,7 +3,6 @@
#include "Simulator.h"
#include "../World.h"
-#include "../Vector3i.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../Chunk.h"
diff --git a/src/Simulator/Simulator.h b/src/Simulator/Simulator.h
index a25b7f1b6..a2e2a5742 100644
--- a/src/Simulator/Simulator.h
+++ b/src/Simulator/Simulator.h
@@ -1,7 +1,7 @@
#pragma once
-#include "../Vector3i.h"
+#include "../Vector3.h"
#include "inifile/iniFile.h"
diff --git a/src/Simulator/VanillaFluidSimulator.cpp b/src/Simulator/VanillaFluidSimulator.cpp
new file mode 100644
index 000000000..78aff9d68
--- /dev/null
+++ b/src/Simulator/VanillaFluidSimulator.cpp
@@ -0,0 +1,150 @@
+
+// VanillaFluidSimulator.cpp
+
+#include "Globals.h"
+
+#include "VanillaFluidSimulator.h"
+#include "../World.h"
+#include "../Chunk.h"
+#include "../BlockArea.h"
+#include "../Blocks/BlockHandler.h"
+#include "../BlockInServerPluginInterface.h"
+
+
+
+
+
+static const int InfiniteCost = 100;
+
+
+
+
+
+cVanillaFluidSimulator::cVanillaFluidSimulator(
+ cWorld & a_World,
+ BLOCKTYPE a_Fluid,
+ BLOCKTYPE a_StationaryFluid,
+ NIBBLETYPE a_Falloff,
+ int a_TickDelay,
+ int a_NumNeighborsForSource
+) : super(a_World, a_Fluid, a_StationaryFluid, a_Falloff, a_TickDelay, a_NumNeighborsForSource)
+{
+}
+
+
+
+
+
+void cVanillaFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
+{
+ int Cost[4];
+ Cost[0] = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS);
+ Cost[1] = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS);
+ Cost[2] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS);
+ Cost[3] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS);
+
+ int MinCost = InfiniteCost;
+ for (unsigned int i = 0; i < ARRAYCOUNT(Cost); ++i)
+ {
+ if (Cost[i] < MinCost)
+ {
+ MinCost = Cost[i];
+ }
+ }
+
+ if (Cost[0] == MinCost)
+ {
+ SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
+ }
+ if (Cost[1] == MinCost)
+ {
+ SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
+ }
+ if (Cost[2] == MinCost)
+ {
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta);
+ }
+ if (Cost[3] == MinCost)
+ {
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta);
+ }
+}
+
+
+
+
+
+int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration)
+{
+ int Cost = InfiniteCost;
+
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+
+ // Check if block is passable
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
+ {
+ return Cost;
+ }
+ if (!IsPassableForFluid(BlockType) && !IsBlockLiquid(BlockType))
+ {
+ return Cost;
+ }
+
+ // Check if block below is passable
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY - 1, a_RelZ, BlockType, BlockMeta))
+ {
+ return Cost;
+ }
+ if (IsPassableForFluid(BlockType) || IsBlockLiquid(BlockType))
+ {
+ // Path found, exit
+ return a_Iteration;
+ }
+
+ // 5 blocks away, bail out
+ if (a_Iteration > 3)
+ {
+ return Cost;
+ }
+
+ // Recurse
+ if (a_Dir != X_MINUS)
+ {
+ int NextCost = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS, a_Iteration + 1);
+ if (NextCost < Cost)
+ {
+ Cost = NextCost;
+ }
+ }
+ if (a_Dir != X_PLUS)
+ {
+ int NextCost = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS, a_Iteration + 1);
+ if (NextCost < Cost)
+ {
+ Cost = NextCost;
+ }
+ }
+ if (a_Dir != Z_MINUS)
+ {
+ int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS, a_Iteration + 1);
+ if (NextCost < Cost)
+ {
+ Cost = NextCost;
+ }
+ }
+ if (a_Dir != Z_PLUS)
+ {
+ int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS, a_Iteration + 1);
+ if (NextCost < Cost)
+ {
+ Cost = NextCost;
+ }
+ }
+
+ return Cost;
+}
+
+
+
+
diff --git a/src/Simulator/VanillaFluidSimulator.h b/src/Simulator/VanillaFluidSimulator.h
new file mode 100644
index 000000000..a9ea98b5a
--- /dev/null
+++ b/src/Simulator/VanillaFluidSimulator.h
@@ -0,0 +1,42 @@
+
+// VanillaFluidSimulator.h
+
+
+
+
+
+#pragma once
+
+#include "FloodyFluidSimulator.h"
+
+
+
+
+
+// fwd:
+class cBlockArea;
+
+
+
+
+
+class cVanillaFluidSimulator :
+ public cFloodyFluidSimulator
+{
+ typedef cFloodyFluidSimulator super;
+
+public:
+ cVanillaFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);
+
+protected:
+ // cFloodyFluidSimulator overrides:
+ virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override;
+
+ /** Recursively calculates the minimum number of blocks needed to descend a level. */
+ int CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration = 0);
+
+} ;
+
+
+
+