From f089103c2b121f8128abfd6cdf0bd3cfbeca4465 Mon Sep 17 00:00:00 2001 From: Debucquoy Anthony tonitch Date: Sat, 18 Jun 2022 02:09:58 +0200 Subject: Additional Y height checks (#5405) For redstone wire, block area bindings, and fire simulator. Co-authored-by: Tiger Wang --- src/Simulator/SimulatorManager.cpp | 49 ++++++++++++++++++++++++++++++++++---- 1 file changed, 45 insertions(+), 4 deletions(-) (limited to 'src/Simulator/SimulatorManager.cpp') diff --git a/src/Simulator/SimulatorManager.cpp b/src/Simulator/SimulatorManager.cpp index 321035de5..7e5b9d036 100644 --- a/src/Simulator/SimulatorManager.cpp +++ b/src/Simulator/SimulatorManager.cpp @@ -3,6 +3,7 @@ #include "SimulatorManager.h" #include "../Chunk.h" +#include "../Cuboid.h" #include "../World.h" @@ -30,6 +31,7 @@ cSimulatorManager::~cSimulatorManager() void cSimulatorManager::Simulate(float a_Dt) { m_Ticks++; + for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr) { if ((m_Ticks % itr->second) == 0) @@ -46,6 +48,7 @@ void cSimulatorManager::Simulate(float a_Dt) void cSimulatorManager::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { // m_Ticks has already been increased in Simulate() + for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr) { if ((m_Ticks % itr->second) == 0) @@ -71,12 +74,14 @@ void cSimulatorManager::WakeUp(cChunk & a_Chunk, Vector3i a_Position) for (const auto & Offset : cSimulator::AdjacentOffsets) { auto Relative = a_Position + Offset; + if (!cChunkDef::IsValidHeight(Relative)) { continue; } - auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(Relative); + const auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(Relative); + if ((Chunk == nullptr) || !Chunk->IsValid()) { continue; @@ -99,10 +104,46 @@ void cSimulatorManager::WakeUp(cChunk & a_Chunk, Vector3i a_Position) void cSimulatorManager::WakeUp(const cCuboid & a_Area) { - for (const auto & Item : m_Simulators) + cCuboid area(a_Area); + area.Sort(); + area.Expand(1, 1, 1, 1, 1, 1); // Expand the area to contain the neighbors, too. + area.ClampY(0, cChunkDef::Height - 1); + + cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1); + cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2); + + // Add all blocks, in a per-chunk manner: + for (int cz = ChunkStart.m_ChunkZ; cz <= ChunkEnd.m_ChunkZ; ++cz) { - Item.first->WakeUp(a_Area); - } + for (int cx = ChunkStart.m_ChunkX; cx <= ChunkEnd.m_ChunkX; ++cx) + { + m_World.DoWithChunk(cx, cz, [this, &area](cChunk & a_CBChunk) + { + int startX = std::max(area.p1.x, a_CBChunk.GetPosX() * cChunkDef::Width); + int startZ = std::max(area.p1.z, a_CBChunk.GetPosZ() * cChunkDef::Width); + int endX = std::min(area.p2.x, a_CBChunk.GetPosX() * cChunkDef::Width + cChunkDef::Width - 1); + int endZ = std::min(area.p2.z, a_CBChunk.GetPosZ() * cChunkDef::Width + cChunkDef::Width - 1); + + for (const auto & Item : m_Simulators) + { + const auto Simulator = Item.first; + + for (int y = area.p1.y; y <= area.p2.y; ++y) + { + for (int z = startZ; z <= endZ; ++z) + { + for (int x = startX; x <= endX; ++x) + { + const auto Position = cChunkDef::AbsoluteToRelative({ x, y, z }); + Simulator->WakeUp(a_CBChunk, Position, a_CBChunk.GetBlock(Position)); + } // for x + } // for z + } // for y + } + return true; + }); + } // for cx + } // for cz } -- cgit v1.2.3