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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp407
1 files changed, 250 insertions, 157 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 074063add..69c8b9f56 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -11,14 +11,20 @@
#include "../Blocks/BlockDoor.h"
#include "../Blocks/BlockButton.h"
#include "../Blocks/BlockLever.h"
-#include "../Piston.h"
+#include "../Blocks/BlockPiston.h"
-cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World)
- : super(a_World)
+cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) :
+ super(a_World),
+ m_RedstoneSimulatorChunkData(),
+ m_PoweredBlocks(),
+ m_LinkedPoweredBlocks(),
+ m_SimulatedPlayerToggleableBlocks(),
+ m_RepeatersDelayList(),
+ m_Chunk()
{
}
@@ -53,18 +59,21 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
int RelZ = 0;
BLOCKTYPE Block;
NIBBLETYPE Meta;
+ cChunk * Chunk;
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);
+ Chunk = a_OtherChunk;
}
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);
+ Chunk = a_Chunk;
}
// 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
@@ -83,6 +92,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
itr = PoweredBlocks->erase(itr);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -97,8 +107,25 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
itr = PoweredBlocks->erase(itr);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
+ else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
+ {
+ if (!m_World.IsChunkLighted(Chunk->GetPosX(), Chunk->GetPosZ()))
+ {
+ m_World.QueueLightChunk(Chunk->GetPosX(), Chunk->GetPosZ());
+ }
+ else
+ {
+ if (Chunk->GetTimeAlteredLight(Chunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7)
+ {
+ itr = PoweredBlocks->erase(itr);
+ Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ }
+ }
++itr;
}
@@ -112,6 +139,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -125,6 +153,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -134,6 +163,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
+ Chunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -188,6 +218,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
}
else
{
+ itr->DataTwo = false;
itr->Data = Block; // Update block information
}
return;
@@ -198,8 +229,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
return;
}
-
- RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
+
+ for (cRedstoneSimulatorChunkData::iterator itr = a_Chunk->GetRedstoneSimulatorQueuedData()->begin(); itr != a_Chunk->GetRedstoneSimulatorQueuedData()->end(); ++itr)
+ {
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
+ {
+ // Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
+ return;
+ }
+ }
+ a_Chunk->GetRedstoneSimulatorQueuedData()->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
}
@@ -208,22 +247,29 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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())
+ if (m_RedstoneSimulatorChunkData->empty() && a_Chunk->GetRedstoneSimulatorQueuedData()->empty())
{
return;
}
+ m_RedstoneSimulatorChunkData->insert(m_RedstoneSimulatorChunkData->end(), a_Chunk->GetRedstoneSimulatorQueuedData()->begin(), a_Chunk->GetRedstoneSimulatorQueuedData()->end());
+ a_Chunk->GetRedstoneSimulatorQueuedData()->clear();
+
m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
m_Chunk = a_Chunk;
+ bool ShouldUpdateSimulateOnceBlocks = false;
+
+ if (a_Chunk->IsRedstoneDirty())
+ {
+ // Simulate the majority of devices only if something (blockwise or power-wise) has changed
+ // Make sure to allow the chunk to resimulate after the initial run if there was a power change (ShouldUpdateSimulateOnceBlocks helps to do this)
+ a_Chunk->SetIsRedstoneDirty(false);
+ ShouldUpdateSimulateOnceBlocks = true;
+ }
for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
{
@@ -235,63 +281,25 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
switch (dataitr->Data)
{
- case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_WOODEN_BUTTON:
- {
- HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
- HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- HandlePiston(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- {
- HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
- break;
- }
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- {
- HandleDoor(dataitr->x, dataitr->y, dataitr->z);
- break;
- }
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ bool FoundItem = false;
+ for (RepeatersDelayList::iterator repeateritr = m_RepeatersDelayList->begin(); repeateritr != m_RepeatersDelayList->end(); ++repeateritr)
+ {
+ if (repeateritr->a_RelBlockPos == Vector3i(dataitr->x, dataitr->y, dataitr->z))
+ {
+ HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, repeateritr);
+ FoundItem = true;
+ break;
+ }
+ }
+ if (!FoundItem && ShouldUpdateSimulateOnceBlocks)
+ {
+ HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data, m_RepeatersDelayList->end());
+ }
break;
}
case E_BLOCK_WOODEN_PRESSURE_PLATE:
@@ -302,7 +310,67 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
HandlePressurePlate(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
- default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break;
+ default: break;
+ }
+
+ if (ShouldUpdateSimulateOnceBlocks)
+ {
+ switch (dataitr->Data)
+ {
+ case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
+ case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
+
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_POWERED_RAIL:
+ {
+ HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_IRON_DOOR:
+ {
+ HandleDoor(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ {
+ HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ {
+ HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ HandlePiston(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
+ break;
+ }
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_WOODEN_BUTTON:
+ {
+ HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
+ break;
+ }
+ default: break;
+ }
}
++dataitr;
}
@@ -699,7 +767,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_Re
-void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
+void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState, RepeatersDelayList::iterator a_Itr)
{
/* Repeater Orientation Mini Guide:
===================================
@@ -725,87 +793,103 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
// Create a variable holding my meta to avoid multiple lookups.
NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
-
+
+ bool WereItrsChanged = false;
if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
{
bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
{
- QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
+ WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
}
else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
{
- QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
+ WereItrsChanged = QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
+ }
+ else if (a_Itr == m_RepeatersDelayList->end())
+ {
+ return;
}
}
+ else if (a_Itr == m_RepeatersDelayList->end())
+ {
+ return;
+ }
- for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
+ if (WereItrsChanged)
{
- if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ for (a_Itr = m_RepeatersDelayList->begin(); a_Itr != m_RepeatersDelayList->end(); ++a_Itr)
{
- continue;
+ if (a_Itr->a_RelBlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ // Leave a_Itr at where we found the entry
+ break;
+ }
}
+ }
- if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
+ // a_Itr may be passed with m_RepeatersDelayList::end, however, we can guarantee this iterator is always valid because...
+ // ...QueueRepeaterPowerChange is called to add an entry (and the above code updates iterator). However, if the repeater was locked or something similar...
+ // ...we will never get here because of the returns.
+ if (a_Itr->a_ElapsedTicks >= a_Itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
+ {
+ if (a_Itr->ShouldPowerOn)
{
- if (itr->ShouldPowerOn)
+ if (!IsOn)
+ {
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
+ }
+
+ switch (a_Meta & 0x3) // We only want the direction (bottom) bits
{
- if (!IsOn)
+ case 0x0:
{
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // For performance
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM);
+ break;
}
-
- switch (a_Meta & 0x3) // We only want the direction (bottom) bits
+ case 0x1:
{
- case 0x0:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM);
- break;
- }
- case 0x1:
- {
- SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP);
- break;
- }
- case 0x2:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP);
- break;
- }
- case 0x3:
- {
- SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM);
- break;
- }
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP);
+ 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)
+ case 0x2:
{
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP);
+ break;
+ }
+ case 0x3:
+ {
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM);
+ break;
}
- m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating
- return;
}
+
+ // 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
{
- // 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_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
- itr->a_ElapsedTicks++;
+ if (IsOn)
+ {
+ m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
+ }
+ m_RepeatersDelayList->erase(a_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", a_Itr->a_RelBlockPos.x, a_Itr->a_RelBlockPos.y, a_Itr->a_RelBlockPos.z, a_Itr->a_ElapsedTicks, a_Itr->a_DelayTicks);
+ a_Itr->a_ElapsedTicks++;
+ }
}
@@ -814,17 +898,16 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
- cPiston Piston(&m_World);
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
if (IsPistonPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7)) // We only want the bottom three bits (4th controls extended-ness)
{
- Piston.ExtendPiston(BlockX, a_RelBlockY, BlockZ);
+ cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
}
else
{
- Piston.RetractPiston(BlockX, a_RelBlockY, BlockZ);
+ cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
}
}
@@ -906,8 +989,11 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY,
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
{
cChunkInterface ChunkInterface(m_World.GetChunkMap());
- cBlockDoorHandler::ChangeDoor(ChunkInterface, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ if (!cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
+ {
+ cBlockDoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
}
}
@@ -916,8 +1002,11 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY,
if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
{
cChunkInterface ChunkInterface(m_World.GetChunkMap());
- cBlockDoorHandler::ChangeDoor(ChunkInterface, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ if (cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
+ {
+ cBlockDoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
+ m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0);
+ }
SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
}
}
@@ -1074,6 +1163,10 @@ void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_
{
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
}
+ else
+ {
+ WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
}
}
@@ -1358,8 +1451,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int
-// 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
{
// Repeaters cannot be powered by any face except their back; verify that this is true for a source
@@ -1439,19 +1531,19 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
case 0x0:
case 0x2:
{
- // Check if eastern(right) neighbor is a powered on repeater who is facing us.
+ // Check if eastern(right) neighbor is a powered on repeater who is facing us
BLOCKTYPE Block = 0;
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked.
+ if (OtherRepeaterDir == 0x3) { return true; } // If so, I am latched/locked
}
- // Check if western(left) neighbor is a powered on repeater who is facing us.
+ // Check if western(left) neighbor is a powered on repeater who is facing us
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked.
+ if (OtherRepeaterDir == 0x1) { return true; } // If so, I am latched/locked
}
break;
@@ -1461,26 +1553,26 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
case 0x1:
case 0x3:
{
- // Check if southern(down) neighbor is a powered on repeater who is facing us.
+ // Check if southern(down) neighbor is a powered on repeater who is facing us
BLOCKTYPE Block = 0;
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3;
- if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked.
+ if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked
}
- // Check if northern(up) neighbor is a powered on repeater who is facing us.
+ // Check if northern(up) neighbor is a powered on repeater who is facing us
if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
{
NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3;
- if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked.
+ if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked
}
break;
}
}
- return false; // None of the checks succeeded, I am not a locked repeater.
+ return false; // None of the checks succeeded, I am not a locked repeater
}
@@ -1490,41 +1582,36 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
{
// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
- int OldX = a_RelBlockX, OldY = a_RelBlockY, OldZ = a_RelBlockZ;
- eBlockFace Face = cPiston::MetaDataToDirection(a_Meta);
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ eBlockFace Face = cBlockPistonHandler::MetaDataToDirection(a_Meta);
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
- AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face);
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
{
return true;
}
- a_RelBlockX = OldX;
- a_RelBlockY = OldY;
- a_RelBlockZ = OldZ;
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
}
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
- AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face);
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
{
return true;
}
- a_RelBlockX = OldX;
- a_RelBlockY = OldY;
- a_RelBlockZ = OldZ;
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
}
return false; // Source was in front of the piston's front face
}
@@ -1544,7 +1631,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
- a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
+ a_PowerLevel = itr->a_PowerLevel;
}
for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
@@ -1553,10 +1640,10 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
- a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
+ a_PowerLevel = itr->a_PowerLevel;
}
- return (a_PowerLevel != 0); // Source was in front of the piston's front face
+ return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
}
@@ -1736,7 +1823,8 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
return;
}
- PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
+ cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList();
for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
{
if (
@@ -1768,6 +1856,8 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
RC.a_PowerLevel = a_PowerLevel;
Powered->push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
}
@@ -1807,7 +1897,8 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
return;
}
- LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
+ cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList();
for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
{
if (
@@ -1828,6 +1919,8 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
RC.a_PowerLevel = a_PowerLevel;
Linked->push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
}
@@ -1867,7 +1960,7 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Re
-void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
+bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
{
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
{
@@ -1875,14 +1968,14 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
{
if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
{
- return;
+ return false;
}
// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
itr->a_ElapsedTicks = 0;
itr->ShouldPowerOn = ShouldPowerOn;
- return;
+ return false;
}
}
@@ -1897,7 +1990,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
RC.a_ElapsedTicks = 0;
RC.ShouldPowerOn = ShouldPowerOn;
m_RepeatersDelayList->push_back(RC);
- return;
+ return true;
}