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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp282
1 files changed, 177 insertions, 105 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 5af9a295d..fb5b01e17 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -5,6 +5,7 @@
#include "BoundingBox.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../BlockEntities/NoteEntity.h"
+#include "../BlockEntities/ChestEntity.h"
#include "../BlockEntities/CommandBlockEntity.h"
#include "../Entities/TNTEntity.h"
#include "../Entities/Pickup.h"
@@ -15,8 +16,6 @@
#include "../Blocks/BlockPiston.h"
#include "../Blocks/BlockTripwireHook.h"
-#define WAKE_SIMULATOR_IF_DIRTY(a_Chunk, a_BlockX, a_BlockY, a_BlockZ) if (a_Chunk->IsRedstoneDirty()) WakeUp(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
-
@@ -63,14 +62,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
int RelZ = 0;
BLOCKTYPE Block;
NIBBLETYPE Meta;
- cChunk * OtherChunk = a_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);
- OtherChunk = a_OtherChunk;
+
+ // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
+ // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
+ a_Chunk->SetIsRedstoneDirty(true);
}
else
{
@@ -95,8 +96,6 @@ 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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
else if (
@@ -105,34 +104,13 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
((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)) ||
((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 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);
itr = PoweredBlocks->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
- else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
- {
- if (!m_World.IsChunkLighted(OtherChunk->GetPosX(), OtherChunk->GetPosZ()))
- {
- m_World.QueueLightChunk(OtherChunk->GetPosX(), OtherChunk->GetPosZ());
- }
- else
- {
- if (OtherChunk->GetTimeAlteredLight(OtherChunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7)
- {
- itr = PoweredBlocks->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
- continue;
- }
- }
- }
++itr;
}
@@ -146,23 +124,17 @@ 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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
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))) ||
- (((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))
+ (((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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -172,8 +144,6 @@ 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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -320,6 +290,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_DETECTOR_RAIL:
@@ -382,18 +353,13 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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
+ if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
{
// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
- // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
+ // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
@@ -430,7 +396,13 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
- if (AreCoordsDirectlyPowered(X, Y, Z))
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
{
// There was a match, torch goes off
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
@@ -448,7 +420,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
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.
+ IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc.
(!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on
)
{
@@ -468,7 +440,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
{
BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
- if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though!
+ if (IsMechanism(Type)) // Still can't make a normal block powered though!
{
SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
}
@@ -479,9 +451,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
// Check if the block the torch is on is powered
int X = a_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
AddFaceDirection(X, Y, Z, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
+
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
// See if off state torch can be turned on again
- if (AreCoordsDirectlyPowered(X, Y, Z))
+ if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
{
return; // Something matches, torch still powered
}
@@ -780,17 +758,20 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
{
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
{
-
if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
{
int RelBlockX = itr->a_RelBlockPos.x;
int RelBlockY = itr->a_RelBlockPos.y;
int RelBlockZ = itr->a_RelBlockPos.z;
- NIBBLETYPE Meta = m_Chunk->GetMeta(RelBlockX, RelBlockY, RelBlockZ);
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
if (itr->ShouldPowerOn)
{
-
- m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); // For performance
+ if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
+ {
+ m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
+ }
switch (Meta & 0x3) // We only want the direction (bottom) bits
{
@@ -820,17 +801,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
}
}
}
- else
+ else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
{
- m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
+ m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
}
itr = m_RepeatersDelayList->erase(itr);
}
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++;
itr++;
@@ -915,7 +893,7 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY,
if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
{
- m_Chunk->BroadcastSoundEffect("game.tnt.primed", BlockX * 8, a_RelBlockY * 8, BlockZ * 8, 0.5f, 0.6f);
+ m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f);
m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom
}
@@ -1139,7 +1117,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
else
{
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
}
@@ -1193,7 +1171,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
{
if (Meta == E_META_PRESSURE_PLATE_RAISED)
{
- m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F);
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
@@ -1203,10 +1181,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
{
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
{
- m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
@@ -1261,7 +1239,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
{
if (Meta == E_META_PRESSURE_PLATE_RAISED)
{
- m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F);
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
@@ -1271,10 +1249,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
{
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
{
- m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
@@ -1328,7 +1306,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
{
if (Meta == E_META_PRESSURE_PLATE_RAISED)
{
- m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F);
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
@@ -1338,10 +1316,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
{
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
{
- m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
+ m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
}
@@ -1384,14 +1362,14 @@ void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_Re
{
if (ReverseBlockFace(cBlockTripwireHookHandler::MetadataToDirection(Meta)) == FaceToGoTowards)
{
- // Other hook not facing in opposite direction
+ // Other hook facing in opposite direction - circuit completed!
break;
}
else
{
// Tripwire hook not connected at all, AND away all the power state bits
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
return;
}
}
@@ -1399,7 +1377,7 @@ void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_Re
{
// Tripwire hook not connected at all, AND away all the power state bits
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
return;
}
}
@@ -1414,7 +1392,51 @@ void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_Re
{
// Connected but not activated, AND away the highest bit
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4);
- WAKE_SIMULATOR_IF_DIRTY(m_Chunk, BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+}
+
+
+
+
+
+void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ class cGetTrappedChestPlayers :
+ public cChestCallback
+ {
+ public:
+ cGetTrappedChestPlayers(void) :
+ m_NumberOfPlayers(0)
+ {
+ }
+
+ virtual bool Item(cChestEntity * a_Chest) override
+ {
+ ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST);
+ m_NumberOfPlayers = a_Chest->GetNumberOfPlayers();
+ return (m_NumberOfPlayers <= 0);
+ }
+
+ unsigned char GetPowerLevel(void) const
+ {
+ return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL);
+ }
+
+ private:
+ int m_NumberOfPlayers;
+
+ } GTCP;
+
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+ if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP))
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel());
+ }
+ else
+ {
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
}
@@ -1482,13 +1504,14 @@ void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlo
-bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk)
{
+ // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
+
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(BlockX, BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); // Torches want to access neighbour's data when on a wall
- for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
+ for (PoweredBlocksList::const_iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end(); ++itr) // Check powered list
{
if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
{
@@ -1691,8 +1714,8 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
{
a_PowerLevel = 0;
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ 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) // Check powered list
{
@@ -1709,6 +1732,14 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
+
+ BLOCKTYPE Type = E_BLOCK_AIR;
+ int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
+ int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
+ if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
+ {
+ continue;
+ }
a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
}
@@ -1881,20 +1912,14 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
- BLOCKTYPE Block = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block))
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
{
return;
}
- if (Block == E_BLOCK_AIR)
- {
- // Don't set air, fixes some bugs (wires powering themselves)
- return;
- }
- cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
- PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList();
- for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
+ PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position
+ for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr)
{
if (
itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
@@ -1907,16 +1932,33 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
}
}
- PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(SourceX, SourceZ)->GetRedstoneSimulatorPoweredBlocksList();
- for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list
+ // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
+ // TODO: on C++11 support, change this to a llama function pased to a std::remove_if
+ for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
{
if (
itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
- itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))
+ itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
)
{
- // Powered wires try to power their source - don't let them!
- return;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
+
+ if (Block == E_BLOCK_REDSTONE_WIRE)
+ {
+ if (Meta < a_PowerLevel)
+ {
+ m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
+ break;
+ }
+ else
+ {
+ // Powered wires try to power their source - don't let them!
+ return;
+ }
+ }
}
}
@@ -1947,26 +1989,17 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
- BLOCKTYPE DestBlock = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, DestBlock))
- {
- return;
- }
- if (DestBlock == E_BLOCK_AIR)
- {
- // Don't set air, fixes some bugs (wires powering themselves)
- return;
- }
- if ((DestBlock == E_BLOCK_REDSTONE_WIRE) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE))
+ if (!IsViableMiddleBlock(a_MiddleBlock))
{
return;
}
- if (!IsViableMiddleBlock(a_MiddleBlock))
+
+ cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
{
return;
}
- 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
{
@@ -2066,6 +2099,45 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
+void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
+{
+ // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
+
+ for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
+ {
+ itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ ++itr;
+ }
+ for (LinkedBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
+ {
+ itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ ++itr;
+ }
+
+ if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ))
+ {
+ // +- 2 to accomodate linked powered blocks
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false);
+ }
+}
+
+
+
+
+
cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
{
int Dir = REDSTONE_NONE;