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authorTiger Wang <ziwei.tiger@outlook.com>2015-12-19 22:20:56 +0100
committerTiger Wang <ziwei.tiger@outlook.com>2015-12-19 22:20:56 +0100
commitb8752bb26e91bcdcebfb8dd43e5794251ff70a89 (patch)
tree95048f5a2a833c1d43785f6eaea070627c2b9ebe /src/Simulator/IncrementalRedstoneSimulator.cpp
parentMerge pull request #2776 from cuberite/AtomicBoolIsthread (diff)
parentReorganised the redstone simulator (diff)
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Diffstat (limited to '')
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp2298
1 files changed, 0 insertions, 2298 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
deleted file mode 100644
index fc3dc0a73..000000000
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ /dev/null
@@ -1,2298 +0,0 @@
-
-#include "Globals.h"
-
-#include "BlockEntities/ChestEntity.h"
-
-#include "Chunk.h"
-#include "World.h"
-#include "Blocks/GetHandlerCompileTimeTemplate.h"
-#include "Blocks/BlockComparator.h"
-#include "Blocks/BlockTorch.h"
-#include "Blocks/BlockLever.h"
-#include "Blocks/BlockButton.h"
-#include "Blocks/BlockTripwireHook.h"
-#include "Blocks/BlockDoor.h"
-#include "Blocks/BlockPiston.h"
-
-
-#include "IncrementalRedstoneSimulator.h"
-#include "BoundingBox.h"
-#include "Blocks/ChunkInterface.h"
-#include "RedstoneSimulator.h"
-
-
-
-
-
-void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- AddBlock(cChunkDef::AbsoluteToRelative({ a_BlockX, a_BlockY, a_BlockZ }, a_Chunk->GetPosX(), a_Chunk->GetPosZ()), a_Chunk, nullptr);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::AddBlock(const Vector3i & a_RelBlockPosition, cChunk * a_OriginalChunk, cChunk * a_NeighborChunk)
-{
- if ((a_OriginalChunk == nullptr) || !a_OriginalChunk->IsValid())
- {
- return;
- }
- else if ((a_RelBlockPosition.y < 0) || (a_RelBlockPosition.y >= cChunkDef::Height))
- {
- return;
- }
-
- // The relative block position is relative to the neighboring chunk should it be passed as an argument
-
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
-
- if (a_NeighborChunk != nullptr)
- {
- a_NeighborChunk->UnboundedRelGetBlock(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, Block, Meta);
-
- // If a_OtherChunk is passed (not nullptr), it is the neighbouring chunk of a_Chunk, which itself is the chunk with the block change
- // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
- a_NeighborChunk->SetIsRedstoneDirty(true);
- }
- else
- {
- a_OriginalChunk->GetBlockTypeMeta(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, 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
-
- if (
- !IsPotentialSource(Block) ||
- (
- // 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_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0))
- )
- )
- {
- SetSourceUnpowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_NeighborChunk != nullptr ? a_NeighborChunk : a_OriginalChunk);
- }
-
- if (!IsViableMiddleBlock(Block))
- {
- SetInvalidMiddleBlock(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_NeighborChunk != nullptr ? a_NeighborChunk : a_OriginalChunk);
- }
-
- if (a_NeighborChunk != nullptr)
- {
- // 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;
- }
- auto RedstoneSimulatorData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_OriginalChunk->GetRedstoneSimulatorData());
-
- auto & SimulatedPlayerToggleableBlocks = RedstoneSimulatorData->m_SimulatedPlayerToggleableBlocks;
- if (DoesIgnorePlayerToggle(Block))
- {
- // Initialise the toggleable blocks list so that trapdoors etc. aren't reset on restart (#1887)
- SimulatedPlayerToggleableBlocks.emplace(
- a_RelBlockPosition,
- AreCoordsDirectlyPowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_OriginalChunk) || AreCoordsLinkedPowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_OriginalChunk)
- ); // This map won't insert if key already present, so no need to check
- }
- else
- {
- SimulatedPlayerToggleableBlocks.erase(a_RelBlockPosition);
- }
-
- if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
- {
- RedstoneSimulatorData->m_RepeatersDelayList.erase(a_RelBlockPosition);
- }
-
- auto & RedstoneSimulatorChunkData = RedstoneSimulatorData->m_ChunkData;
- auto Iterator = RedstoneSimulatorChunkData.find(a_RelBlockPosition);
- if (!IsAllowedBlock(Block))
- {
- if (Iterator != RedstoneSimulatorChunkData.end())
- {
- Iterator->second.second = true; // The new blocktype is not redstone; it must be queued to be removed from this list
- }
- return;
- }
- else
- {
- if (Iterator != RedstoneSimulatorChunkData.end())
- {
- Iterator->second.second = false; // De-schedule removal from list
- Iterator->second.first = Block; // Update block information
- return;
- }
- }
-
- RedstoneSimulatorChunkData.emplace(a_RelBlockPosition, std::make_pair(Block, false));
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
-{
- m_RedstoneSimulatorChunkData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
- if (m_RedstoneSimulatorChunkData == nullptr)
- {
- m_RedstoneSimulatorChunkData = new cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData();
- a_Chunk->SetRedstoneSimulatorData(m_RedstoneSimulatorChunkData);
- }
- if (m_RedstoneSimulatorChunkData->m_ChunkData.empty())
- {
- return;
- }
-
- m_PoweredBlocks = &m_RedstoneSimulatorChunkData->m_PoweredBlocks;
- m_RepeatersDelayList = &m_RedstoneSimulatorChunkData->m_RepeatersDelayList;
- m_SimulatedPlayerToggleableBlocks = &m_RedstoneSimulatorChunkData->m_SimulatedPlayerToggleableBlocks;
- m_LinkedPoweredBlocks = &m_RedstoneSimulatorChunkData->m_LinkedBlocks;
- 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;
- }
-
- HandleRedstoneRepeaterDelays();
-
- for (auto dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.begin(); dataitr != m_RedstoneSimulatorChunkData->m_ChunkData.end();)
- {
- if (dataitr->second.second)
- {
- // Removal was scheduled - do so
- dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr);
- continue;
- }
-
- switch (dataitr->second.first) // Call the appropriate simulator for the entry's block type
- {
- case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->first.x, dataitr->first.y, dataitr->first.z); 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(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first);
- break;
- }
- default: break;
- }
-
- if (ShouldUpdateSimulateOnceBlocks)
- {
- switch (dataitr->second.first)
- {
- case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_TNT: HandleTNT(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
- case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->first.x, dataitr->first.y, dataitr->first.z); break;
-
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- HandleRail(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first);
- break;
- }
- case E_BLOCK_ACACIA_DOOR:
- case E_BLOCK_BIRCH_DOOR:
- case E_BLOCK_DARK_OAK_DOOR:
- case E_BLOCK_JUNGLE_DOOR:
- case E_BLOCK_SPRUCE_DOOR:
- case E_BLOCK_OAK_DOOR:
- case E_BLOCK_IRON_DOOR:
- {
- HandleDoor(dataitr->first.x, dataitr->first.y, dataitr->first.z);
- break;
- }
- case E_BLOCK_ACACIA_FENCE_GATE:
- case E_BLOCK_BIRCH_FENCE_GATE:
- case E_BLOCK_DARK_OAK_FENCE_GATE:
- case E_BLOCK_OAK_FENCE_GATE:
- case E_BLOCK_JUNGLE_FENCE_GATE:
- case E_BLOCK_SPRUCE_FENCE_GATE:
- {
- HandleFenceGate(dataitr->first.x, dataitr->first.y, dataitr->first.z);
- break;
- }
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- {
- HandleRedstoneLamp(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first);
- break;
- }
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- {
- HandleDropSpenser(dataitr->first.x, dataitr->first.y, dataitr->first.z);
- break;
- }
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- {
- HandlePiston(dataitr->first.x, dataitr->first.y, dataitr->first.z);
- break;
- }
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- {
- HandleRedstoneRepeater(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first);
- break;
- }
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- {
- HandleRedstoneTorch(dataitr->first.x, dataitr->first.y, dataitr->first.z, dataitr->second.first);
- break;
- }
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_WOODEN_BUTTON:
- {
- HandleRedstoneButton(dataitr->first.x, dataitr->first.y, dataitr->first.z);
- break;
- }
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_INACTIVE_COMPARATOR:
- {
- HandleRedstoneComparator(dataitr->first.x, dataitr->first.y, dataitr->first.z);
- break;
- }
- default: break;
- }
- }
- ++dataitr;
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- auto CurrentChunkRelative = cChunkDef::AbsoluteToRelative({a_BlockX, a_BlockY, a_BlockZ}, a_Chunk->GetPosX(), a_Chunk->GetPosZ());
- AddBlock(CurrentChunkRelative, a_Chunk); // Alert the current chunk which the block is present in
-
- for (const auto & BoundaryChunk : GetAdjacentChunks(CurrentChunkRelative, a_Chunk))
- {
- // On a chunk boundary, alert all neighbouring chunks which may have a connection with this block
- AddBlock(cChunkDef::AbsoluteToRelative({a_BlockX, a_BlockY, a_BlockZ}, BoundaryChunk->GetPosX(), BoundaryChunk->GetPosZ()), a_Chunk, BoundaryChunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, 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_RelBlockX; int Y = a_RelBlockY; int Z = a_RelBlockZ;
- AddFaceDirection(X, Y, Z, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
- if ((Neighbour == nullptr) || !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));
- return;
- }
-
- // Torch still on, make all 4(X, Z) + 1(Y) sides powered
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
- {
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, Type))
- {
- continue;
- }
- if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
- {
- if (
- 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
- )
- {
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- }
- else
- {
- // Top side, power whatever is there, including blocks
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- // Power all blocks surrounding block above torch
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YP);
- }
- }
-
- if (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) != 0x5) // Is torch standing on ground? If NOT (i.e. on wall), power block beneath
- {
- BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
-
- 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);
- }
- }
- }
- else
- {
- // 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, GetHandlerCompileTime<E_BLOCK_TORCH>::type::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
- {
- return;
- }
-
- // See if off state torch can be turned on again
- if (AreCoordsDirectlyPowered(X, Y, Z, Neighbour))
- {
- return; // Something matches, torch still powered
- }
-
- // Block torch on not powered, can be turned on again!
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_TORCH_ON, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); // Set self as powered
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (IsLeverOn(Meta))
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_LEVER>::type::BlockMetaDataToBlockFace(Meta);
-
- Dir = ReverseBlockFace(Dir);
-
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- NIBBLETYPE MetaData = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- if ((MetaData & 0x4) == 0)
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4);
- m_Chunk->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_DOOR_OPEN_CLOSE, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- if ((MetaData & 0x4) != 0)
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04);
- m_Chunk->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_DOOR_OPEN_CLOSE, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (IsButtonOn(Meta))
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- eBlockFace Dir = GetHandlerCompileTime<E_BLOCK_STONE_BUTTON>::type::BlockMetaDataToBlockFace(Meta);
- Dir = ReverseBlockFace(Dir);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Dir);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- static const eBlockFace BlockFaceOffsets[] =
- {
- BLOCK_FACE_XM,
- BLOCK_FACE_XP,
- BLOCK_FACE_ZM,
- BLOCK_FACE_ZP
- };
-
- static const Vector3i VectorOffsets[] =
- {
- { -1, 0, 0 },
- { 1, 0, 0 },
- { 0, 0, -1 },
- { 0, 0, 1 }
- };
-
- auto RelBlock = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- // Check to see if directly beside a power source
- unsigned char MyPower = IsWirePowered(RelBlock, m_Chunk);
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- if (MyPower == 0)
- {
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- return;
- }
-
- if (MyPower == MAX_POWER_LEVEL)
- {
- std::vector<std::pair<Vector3i, cChunk *>> PotentialWireList = { std::make_pair(RelBlock, m_Chunk) };
- while (!PotentialWireList.empty())
- {
- auto Current = PotentialWireList.back();
- PotentialWireList.pop_back();
- FindAndPowerBorderingWires(PotentialWireList, Current.first, Current.second);
- }
- }
- else if (MyPower == 1)
- {
- return;
- }
-
- // Wire still powered, power blocks beneath and in direction of facing
- MyPower--;
-
- SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, MyPower);
-
- int BorderingMechanismCount = 0;
- bool RepeaterPresent = false;
- Vector3i OffsetToPower;
-
- for (const auto & Offset : VectorOffsets)
- {
- BLOCKTYPE Block;
- Vector3i AdjustedOffset = RelBlock + Offset;
- if (m_Chunk->UnboundedRelGetBlockType(AdjustedOffset.x, AdjustedOffset.y, AdjustedOffset.z, Block))
- {
- switch (Block)
- {
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- {
- BorderingMechanismCount++;
- if (!RepeaterPresent)
- {
- // TODO: only if wire is actually connected to repeater (repeater facing right way)
- RepeaterPresent = true;
- OffsetToPower = { -Offset.x, Offset.y, -Offset.z }; // Negate to obtain offset in opposite direction since wire powers that way
- }
- SetBlockPowered(AdjustedOffset, RelBlock, MyPower);
- }
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_WIRE:
- {
- BorderingMechanismCount++;
- if (!RepeaterPresent)
- {
- OffsetToPower = { -Offset.x, Offset.y, -Offset.z };
- }
- }
- default: break;
- }
- }
- }
-
- if (BorderingMechanismCount == 0)
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- for (const auto & BlockFaceOffset : BlockFaceOffsets)
- {
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BlockFaceOffset, MyPower);
- }
- }
- else if (BorderingMechanismCount == 1)
- {
- eBlockFace Face = BlockFaceOffsets[std::distance(VectorOffsets, std::find(VectorOffsets, VectorOffsets + ARRAYCOUNT(VectorOffsets), OffsetToPower))];
- SetBlockPowered(RelBlock + OffsetToPower, RelBlock, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face, MyPower);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::FindAndPowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const Vector3i & a_EntryRelBlockPosition, cChunk * a_EntryChunk)
-{
- static const Vector3i LevelOffsets[] = // Wires on same level
- {
- { 1, 0, 0 },
- { -1, 0, 0 },
- { 0, 0, 1 },
- { 0, 0, -1 },
- };
- static const Vector3i HigherOffsets[] = // Wires one higher, surrounding self
- {
- { 1, 1, 0 },
- { -1, 1, 0 },
- { 0, 1, 1 },
- { 0, 1, -1 },
- };
- static const Vector3i LowerOffsets[] = // Wires one lower, surrounding self
- {
- { 1, -1, 0 },
- { -1, -1, 0 },
- { 0, -1, 1 },
- { 0, -1, -1 },
- };
-
- for (auto Offset : LevelOffsets)
- {
- auto AdjustedPos = a_EntryRelBlockPosition + Offset;
- auto Neighbour = a_EntryChunk->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z);
- auto MyPower = IsWirePowered(a_EntryRelBlockPosition, a_EntryChunk);
-
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
- {
- return;
- }
-
- if ((Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) && (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour)))
- {
- PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower);
- }
- }
-
- for (auto Offset : HigherOffsets)
- {
- auto AdjustedPos = a_EntryRelBlockPosition + Offset;
- auto Neighbour = a_EntryChunk->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z);
- auto MyPower = IsWirePowered(a_EntryRelBlockPosition, a_EntryChunk);
-
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
- {
- return;
- }
-
- if (
- (Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) &&
- (!cBlockInfo::FullyOccupiesVoxel(a_EntryChunk->GetBlock(a_EntryRelBlockPosition.x, a_EntryRelBlockPosition.y + 1, a_EntryRelBlockPosition.z)) ||
- (a_EntryChunk->GetBlock(a_EntryRelBlockPosition.x, a_EntryRelBlockPosition.y + 1, a_EntryRelBlockPosition.z) == E_BLOCK_GLOWSTONE)) &&
- (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour)))
- {
- PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower);
- }
- }
-
- for (auto Offset : LowerOffsets)
- {
- auto AdjustedPos = a_EntryRelBlockPosition + Offset;
- auto Neighbour = a_EntryChunk->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z);
- auto MyPower = IsWirePowered(a_EntryRelBlockPosition, a_EntryChunk);
-
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
- {
- return;
- }
-
- if (
- (Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) &&
- (!cBlockInfo::FullyOccupiesVoxel(Neighbour->GetBlock(AdjustedPos.x, AdjustedPos.y + 1, AdjustedPos.z)) ||
- (Neighbour->GetBlock(AdjustedPos.x, AdjustedPos.y + 1, AdjustedPos.z) == E_BLOCK_GLOWSTONE)) &&
- (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour)))
- {
- PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::PowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const Vector3i & a_EntryRelSourcePosition, cChunk * a_EntryChunk, const Vector3i & a_AdjustedPos, cChunk * a_NeighbourChunk, unsigned char a_MyPower)
-{
- auto SourcePos = a_EntryRelSourcePosition + Vector3i((a_EntryChunk->GetPosX() - a_NeighbourChunk->GetPosX()) * cChunkDef::Width, 0, (a_EntryChunk->GetPosZ() - a_NeighbourChunk->GetPosZ()) * cChunkDef::Width);
- auto & PoweredBlocks = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_NeighbourChunk->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position
- auto Position = std::find_if(PoweredBlocks.begin(), PoweredBlocks.end(), [a_AdjustedPos, SourcePos, a_MyPower](const sPoweredBlocks & itr) { return ((itr.m_BlockPos == a_AdjustedPos) && (itr.m_SourcePos == SourcePos)); });
- if (Position != PoweredBlocks.end())
- {
- Position->m_PowerLevel = a_MyPower - 1;
- }
- else
- {
- PoweredBlocks.emplace_back(a_AdjustedPos, SourcePos, a_MyPower - 1);
-
- a_NeighbourChunk->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
- }
-
- a_NeighbourChunk->SetMeta(a_AdjustedPos.x, a_AdjustedPos.y, a_AdjustedPos.z, a_MyPower - 1);
- a_PotentialWireList.emplace_back(std::make_pair(a_AdjustedPos, a_NeighbourChunk));
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneComparator(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- auto Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- auto HighestSidePower = std::max(IsWirePowered(AdjustRelativeCoords(cBlockComparatorHandler::GetSideCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3, false)), m_Chunk), IsWirePowered(AdjustRelativeCoords(cBlockComparatorHandler::GetSideCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3, true)), m_Chunk));
- auto FrontCoordinate = AdjustRelativeCoords(cBlockComparatorHandler::GetFrontCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3));
- unsigned char Power = 0;
-
- class cContainerCallback : public cBlockEntityCallback
- {
- public:
- cContainerCallback() : m_SignalStrength(0)
- {
- }
-
- virtual bool Item(cBlockEntity * a_BlockEntity) override
- {
- auto & Contents = static_cast<cBlockEntityWithItems *>(a_BlockEntity)->GetContents();
- float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value
- for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot)
- {
- Fullness += Contents.GetSlot(Slot).m_ItemCount / Contents.GetSlot(Slot).GetMaxStackSize();
- }
-
- m_SignalStrength = static_cast<unsigned char>(1 + (Fullness / Contents.GetNumSlots()) * 14);
- return false;
- }
-
- unsigned char m_SignalStrength;
- } CCB;
-
- auto AbsoluteComparatorCoords = cChunkDef::RelativeToAbsolute(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), m_Chunk->GetPosX(), m_Chunk->GetPosZ());
- auto AbsoluteRearCoords = cBlockComparatorHandler::GetRearCoordinate(AbsoluteComparatorCoords.x, AbsoluteComparatorCoords.y, AbsoluteComparatorCoords.z, Meta & 0x3);
-
- m_Chunk->DoWithBlockEntityAt(AbsoluteRearCoords.x, AbsoluteRearCoords.y, AbsoluteRearCoords.z, CCB);
- auto RearPower = std::max(CCB.m_SignalStrength, IsWirePowered(AdjustRelativeCoords(cBlockComparatorHandler::GetRearCoordinate(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta & 0x3)), m_Chunk));
-
- if ((Meta & 0x4) == 0x4)
- {
- // Subtraction mode
- Power = std::max(static_cast<unsigned char>(RearPower - HighestSidePower), std::numeric_limits<unsigned char>::min());
- }
- else
- {
- // Comparison mode
- Power = (std::max(HighestSidePower, RearPower) == HighestSidePower) ? 0 : RearPower;
- }
-
- if (Power > 0)
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x8);
- SetBlockPowered(FrontCoordinate, Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), Power);
- }
- else
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
-{
- /* Repeater Orientation Mini Guide:
- ===================================
-
- |
- | Z Axis
- V
-
- X Axis ---->
-
- Repeater directions, values from a WorldType::GetBlockMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) lookup:
-
- East (Right) (X+): 0x1
- West (Left) (X-): 0x3
- North (Up) (Z-): 0x2
- South (Down) (Z+): 0x0
- // TODO: Add E_META_XXX enum entries for all meta values and update project with them
-
- Sun rises from East (X+)
-
- */
-
- // Create a variable holding my meta to avoid multiple lookups.
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
-
- if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta)) // If we're locked, change nothing. Otherwise:
- {
- bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta);
- if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
- {
- QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta, true);
- }
- else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
- {
- QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Meta, false);
- }
- }
-
- if (IsOn)
- {
- switch (Meta & 0x3) // We only want the direction (bottom) bits
- {
- 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;
- }
- }
- }
-}
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
-{
- for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
- {
- if (itr->second.a_ElapsedTicks >= itr->second.a_DelayTicks) // Has the elapsed ticks reached the target ticks?
- {
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
- m_Chunk->GetBlockTypeMeta(itr->first.x, itr->first.y, itr->first.z, Block, Meta);
- if (itr->second.ShouldPowerOn)
- {
- if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
- {
- m_Chunk->SetBlock(itr->first, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
- }
- }
- else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
- {
- m_Chunk->SetBlock(itr->first.x, itr->first.y, itr->first.z, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
- }
- itr = m_RepeatersDelayList->erase(itr);
- }
- else
- {
- LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->first.x, itr->first.y, itr->first.z, itr->second.a_ElapsedTicks, itr->second.a_DelayTicks);
- itr->second.a_ElapsedTicks++;
- ++itr;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- 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)
- {
- GetHandlerCompileTime<E_BLOCK_PISTON>::type::ExtendPiston(Vector3i(BlockX, a_RelBlockY, BlockZ), &this->m_World);
- }
- else
- {
- GetHandlerCompileTime<E_BLOCK_PISTON>::type::RetractPiston(Vector3i(BlockX, a_RelBlockY, BlockZ), &this->m_World);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cSetPowerToDropSpenser :
- public cRedstonePoweredCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cRedstonePoweredEntity * a_DropSpenser) override
- {
- a_DropSpenser->SetRedstonePower(m_IsPowered);
- return false;
- }
- } DrSpSP(AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, DrSpSP);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState)
-{
- if (a_MyState == E_BLOCK_REDSTONE_LAMP_OFF)
- {
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_ON, 0);
- }
- }
- else
- {
- if (!AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_REDSTONE_LAMP_OFF, 0);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->BroadcastSoundEffect("game.tnt.primed", static_cast<double>(BlockX), static_cast<double>(a_RelBlockY), static_cast<double>(BlockZ), 0.5f, 0.6f);
- m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0);
- this->m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- typedef GetHandlerCompileTime<E_BLOCK_OAK_DOOR>::type DoorHandler;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
- if (!DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
- {
- DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, true);
- m_Chunk->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_DOOR_OPEN_CLOSE, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- cChunkInterface ChunkInterface(this->m_World.GetChunkMap());
- if (DoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
- {
- DoorHandler::SetOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ, false);
- m_Chunk->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_DOOR_OPEN_CLOSE, BlockX, a_RelBlockY, BlockZ, 0);
- }
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cSetPowerToCommandBlock :
- public cRedstonePoweredCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cRedstonePoweredEntity * a_CommandBlock) override
- {
- a_CommandBlock->SetRedstonePower(m_IsPowered);
- return false;
- }
- } CmdBlockSP(AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, CmdBlockSP);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
-{
- switch (a_MyType)
- {
- case E_BLOCK_DETECTOR_RAIL:
- {
- if ((m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x08) == 0x08)
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_MyType);
- }
- break;
- }
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_POWERED_RAIL:
- {
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0x08);
- }
- else
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x07);
- }
- break;
- }
- default: LOGD("Unhandled type of rail in %s", __FUNCTION__);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, true);
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- this->m_World.SetTrapdoorOpen(BlockX, a_RelBlockY, BlockZ, false);
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- bool m_bAreCoordsPowered = AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
-
- if (m_bAreCoordsPowered)
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- class cSetPowerToNoteBlock :
- public cRedstonePoweredCallback
- {
- public:
- cSetPowerToNoteBlock() {}
-
- virtual bool Item(cRedstonePoweredEntity * a_NoteBlock) override
- {
- a_NoteBlock->SetRedstonePower(true);
- return false;
- }
- } NoteBlockSP;
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->DoWithRedstonePoweredEntityAt(BlockX, a_RelBlockY, BlockZ, NoteBlockSP);
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true);
- }
- }
- else
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false))
- {
- SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX, BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- int ChunkX, ChunkZ;
- cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
-
- if (!m_World.IsChunkLighted(ChunkX, ChunkZ))
- {
- m_World.QueueLightChunk(ChunkX, ChunkZ);
- }
- else
- {
- if (m_Chunk->GetTimeAlteredLight(m_Chunk->GetSkyLight(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ)) > 8)
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- else
- {
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- switch (a_MyType)
- {
- case E_BLOCK_STONE_PRESSURE_PLATE:
- {
- // MCS feature - stone pressure plates can only be triggered by players :D
- cPlayer * a_Player = this->m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, static_cast<float>(a_RelBlockY), BlockZ + 0.5f), 0.5f, false);
-
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (a_Player != nullptr)
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.5F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
- break;
- }
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- {
- class cPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_NumberOfEntities(0),
- 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, static_cast<float>(m_Y), m_Z + 0.5f);
- double Distance = (EntityPos - BlockPos).Length();
-
- if (Distance <= 0.5)
- {
- m_NumberOfEntities++;
- }
- return false;
- }
-
- bool GetPowerLevel(unsigned char & a_PowerLevel) const
- {
- a_PowerLevel = static_cast<unsigned char>(std::min(m_NumberOfEntities, MAX_POWER_LEVEL));
- return (a_PowerLevel > 0);
- }
-
- protected:
- int m_NumberOfEntities;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
-
- unsigned char Power;
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (PressurePlateCallback.GetPowerLevel(Power))
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<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);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, Power);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
-
- break;
- }
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- {
- class cPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_NumberOfEntities(0),
- 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, static_cast<float>(m_Y), m_Z + 0.5f);
- double Distance = (EntityPos - BlockPos).Length();
-
- if (Distance <= 0.5)
- {
- m_NumberOfEntities++;
- }
- return false;
- }
-
- bool GetPowerLevel(unsigned char & a_PowerLevel) const
- {
- a_PowerLevel = static_cast<Byte>(std::min(static_cast<int>(ceil(m_NumberOfEntities / 10.f)), MAX_POWER_LEVEL));
- return (a_PowerLevel > 0);
- }
-
- protected:
- int m_NumberOfEntities;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
-
- unsigned char Power;
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (PressurePlateCallback.GetPowerLevel(Power))
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<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);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, Power);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
-
- break;
- }
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- {
- class cPressurePlateCallback :
- public cEntityCallback
- {
- public:
- cPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_FoundEntity(false),
- 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, static_cast<float>(m_Y), m_Z + 0.5f);
- double Distance = (EntityPos - BlockPos).Length();
-
- if (Distance <= 0.5)
- {
- m_FoundEntity = true;
- 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_FoundEntity;
- }
-
- protected:
- bool m_FoundEntity;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
-
- NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- if (PressurePlateCallback.FoundEntity())
- {
- if (Meta == E_META_PRESSURE_PLATE_RAISED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<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);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM);
- }
- else
- {
- if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
- {
- m_Chunk->BroadcastSoundEffect("random.click", static_cast<double>(BlockX) + 0.5, static_cast<double>(a_RelBlockY) + 0.1, static_cast<double>(BlockZ) + 0.5, 0.3F, 0.6F);
- }
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
- break;
- }
- default:
- {
- LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str());
- break;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
- bool FoundActivated = false;
- eBlockFace FaceToGoTowards = GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ));
-
- for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks
- {
- BLOCKTYPE Type;
- NIBBLETYPE Meta;
-
- AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards);
- m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta);
-
- if (Type == E_BLOCK_TRIPWIRE)
- {
- if (Meta == 0x1)
- {
- FoundActivated = true;
- }
- }
- else if (Type == E_BLOCK_TRIPWIRE_HOOK)
- {
- if (ReverseBlockFace(GetHandlerCompileTime<E_BLOCK_TRIPWIRE_HOOK>::type::MetadataToDirection(Meta)) == FaceToGoTowards)
- {
- // 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);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- return;
- }
- }
- 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);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- return;
- }
- }
-
- if (FoundActivated)
- {
- // Connected and activated, set the 3rd and 4th highest bits
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC);
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- else
- {
- // 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);
- SetSourceUnpowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cGetTrappedChestPlayers :
- public cItemCallback<cChestEntity>
- {
- public:
- cGetTrappedChestPlayers(void) :
- m_NumberOfPlayers(0)
- {
- }
-
- virtual ~cGetTrappedChestPlayers()
- {
- }
-
- 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 static_cast<unsigned char>(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(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
-
- class cTripwireCallback :
- public cEntityCallback
- {
- public:
- cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) :
- m_FoundEntity(false),
- m_X(a_BlockX),
- m_Y(a_BlockY),
- m_Z(a_BlockZ)
- {
- }
-
- virtual bool Item(cEntity * a_Entity) override
- {
- cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1);
- cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
-
- if (bbEntity.DoesIntersect(bbWire))
- {
- m_FoundEntity = true;
- return true; // One entity is sufficient to trigger the wire
- }
- return false;
- }
-
- bool FoundEntity(void) const
- {
- return m_FoundEntity;
- }
-
- protected:
- bool m_FoundEntity;
-
- int m_X;
- int m_Y;
- int m_Z;
- };
-
- cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ);
- this->m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback);
-
- if (TripwireCallback.FoundEntity())
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
- }
- else
- {
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
- }
-}
-
-
-
-
-
-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
-
- const auto & Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks;
- return std::find_if(Data.begin(), Data.end(), [a_RelBlockX, a_RelBlockY, a_RelBlockZ](const sPoweredBlocks & itr) { return itr.m_BlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }) != Data.end();
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk)
-{
- const auto & Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks;
- return std::find_if(Data.begin(), Data.end(), [a_RelBlockX, a_RelBlockY, a_RelBlockZ](const sLinkedPoweredBlocks & itr) { return itr.a_BlockPos == Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }) != Data.end();
-}
-
-
-
-
-
-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
-
- for (const auto & itr : *m_PoweredBlocks)
- {
- if (!itr.m_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- continue;
- }
-
- switch (a_Meta & 0x3)
- {
- case 0x0:
- {
- // Flip the coords to check the back of the repeater
- if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))
- {
- return true;
- }
- break;
- }
- case 0x1:
- {
- if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))
- {
- return true;
- }
- break;
- }
- case 0x2:
- {
- if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))
- {
- return true;
- }
- break;
- }
- case 0x3:
- {
- if (itr.m_SourcePos.Equals(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))
- {
- return true;
- }
- break;
- }
- }
- } // for itr - m_PoweredBlocks[]
-
- for (const auto & itr : *m_LinkedPoweredBlocks)
- {
- if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- continue;
- }
-
- switch (a_Meta & 0x3)
- {
- case 0x0:
- {
- if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1)))
- {
- return true;
- }
- break;
- }
- case 0x1:
- {
- if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ)))
- {
- return true;
- }
- break;
- }
- case 0x2:
- {
- if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1)))
- {
- return true;
- }
- break;
- }
- case 0x3:
- {
- if (itr.a_MiddlePos.Equals(Vector3i(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ)))
- {
- return true;
- }
- break;
- }
- }
- } // for itr - m_LinkedPoweredBlocks[]
- return false; // Couldn't find power source behind repeater
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
-{
- switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
- {
- // If the repeater is looking up or down (If parallel to the Z axis)
- case 0x0:
- case 0x2:
- {
- // Check if eastern (right) neighbor is a powered on repeater who is facing us
- BLOCKTYPE Block = 0;
- NIBBLETYPE OtherRepeaterDir = 0;
- if (
- m_Chunk->UnboundedRelGetBlock(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) &&
- (Block == E_BLOCK_REDSTONE_REPEATER_ON)
- )
- {
- if ((OtherRepeaterDir & 0x03) == 0x3)
- {
- return true;
- } // If so, I am latched / locked
- }
-
- // Check if western(left) neighbor is a powered on repeater who is facing us
- if (
- m_Chunk->UnboundedRelGetBlock(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block, OtherRepeaterDir) &&
- (Block == E_BLOCK_REDSTONE_REPEATER_ON)
- )
- {
- if ((OtherRepeaterDir & 0x03) == 0x1)
- {
- return true;
- } // If so, I am latched / locked
- }
-
- break;
- }
-
- // If the repeater is looking left or right (If parallel to the x axis)
- case 0x1:
- case 0x3:
- {
- // Check if southern(down) neighbor is a powered on repeater who is facing us
- BLOCKTYPE Block = 0;
- NIBBLETYPE OtherRepeaterDir = 0;
-
- if (
- m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block, OtherRepeaterDir) &&
- (Block == E_BLOCK_REDSTONE_REPEATER_ON)
- )
- {
- if ((OtherRepeaterDir & 0x30) == 0x00)
- {
- return true;
- } // If so, I am latched / locked
- }
-
- // Check if northern(up) neighbor is a powered on repeater who is facing us
- if (
- m_Chunk->UnboundedRelGetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block, OtherRepeaterDir) &&
- (Block == E_BLOCK_REDSTONE_REPEATER_ON)
- )
- {
- if ((OtherRepeaterDir & 0x03) == 0x02)
- {
- return true;
- } // If so, I am latched / locked
- }
-
- break;
- }
- }
-
- return false; // None of the checks succeeded, I am not a locked repeater
-}
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
-{
- // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
-
- eBlockFace Face = GetHandlerCompileTime<E_BLOCK_PISTON>::type::MetaDataToDirection(a_Meta);
-
- for (const auto & itr : *m_PoweredBlocks)
- {
- if (!itr.m_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- continue;
- }
-
- int X = a_RelBlockX, Z = a_RelBlockZ;
- AddFaceDirection(X, a_RelBlockY, Z, Face);
-
- if (!itr.m_SourcePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z))))
- {
- return true;
- }
- }
-
- for (const auto & itr : *m_LinkedPoweredBlocks)
- {
- if (!itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- continue;
- }
-
- int X = a_RelBlockX, Z = a_RelBlockZ;
- AddFaceDirection(X, a_RelBlockY, Z, Face);
-
- if (!itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(X, a_RelBlockY, Z))))
- {
- return true;
- }
- }
- return false; // Source was in front of the piston's front face
-}
-
-
-
-
-unsigned char cIncrementalRedstoneSimulator::IsWirePowered(Vector3i a_RelBlockPosition, cChunk * a_Chunk)
-{
- unsigned char PowerLevel = 0;
-
- for (const auto & itr : static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks) // Check powered list
- {
- if (itr.m_BlockPos != a_RelBlockPosition)
- {
- continue;
- }
- PowerLevel = std::max(itr.m_PowerLevel, PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
- }
-
- for (const auto & itr : static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks) // Check linked powered list
- {
- if (itr.a_BlockPos != a_RelBlockPosition)
- {
- continue;
- }
-
- BLOCKTYPE Type = E_BLOCK_AIR;
- if (!a_Chunk->UnboundedRelGetBlockType(itr.a_SourcePos.x, itr.a_SourcePos.y, itr.a_SourcePos.z, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
- {
- continue;
- }
- PowerLevel = std::max(itr.a_PowerLevel, PowerLevel);
- }
-
- return PowerLevel;
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
-{
- for (const auto & itr : *m_SimulatedPlayerToggleableBlocks)
- {
- if (itr.first.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- if (itr.second != 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel)
-{
- BLOCKTYPE MiddleBlock = 0;
- switch (a_Direction)
- {
- case BLOCK_FACE_XM:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX - 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_XP:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX + 2, a_RelBlockY, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_YM:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_YP:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 2, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_ZM:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- break;
- }
- case BLOCK_FACE_ZP:
- {
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, MiddleBlock))
- {
- return;
- }
-
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
- SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
-
- 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
-{
- static const Vector3i Offsets[] =
- {
- {1, 0, 0},
- { -1, 0, 0},
- {0, 0, 1},
- {0, 0, -1},
- {0, 1, 0},
- {0, -1, 0}
- };
-
- for (auto Offset : Offsets) // Loop through struct to power all directions
- {
- SetBlockPowered(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ) + Offset, Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), a_PowerLevel);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetBlockPowered(Vector3i a_RelBlockPosition, Vector3i a_RelSourcePosition, unsigned char a_PowerLevel)
-{
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockPosition.x, a_RelBlockPosition.z); // Adjust coordinates for the later call using these values
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
- {
- return;
- }
- a_RelSourcePosition.x += (m_Chunk->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width;
- a_RelSourcePosition.z += (m_Chunk->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width;
-
- auto & Powered = static_cast<cIncrementalRedstoneSimulatorChunkData *>(Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position
- for (auto & itr : Powered)
- {
- if ((itr.m_BlockPos == a_RelBlockPosition) && (itr.m_SourcePos == a_RelSourcePosition))
- {
- if (itr.m_PowerLevel != a_PowerLevel)
- {
- // Update power level, don't add a new listing
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
- itr.m_PowerLevel = a_PowerLevel;
- }
- return;
- }
- }
-
- Powered.emplace_back(a_RelBlockPosition, a_RelSourcePosition, a_PowerLevel);
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
- int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ,
- int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ,
- int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ,
- BLOCKTYPE a_MiddleBlock, unsigned char a_PowerLevel
- )
-{
- if (!IsViableMiddleBlock(a_MiddleBlock))
- {
- return;
- }
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ);
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
- {
- return;
- }
- a_RelMiddleX += (m_Chunk->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width;
- a_RelMiddleZ += (m_Chunk->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width;
- a_RelSourceX += (m_Chunk->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width;
- a_RelSourceZ += (m_Chunk->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width;
-
- auto & Linked = static_cast<cIncrementalRedstoneSimulatorChunkData *>(Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks;
- for (auto & itr : Linked) // Check linked powered list
- {
- if (
- itr.a_BlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) &&
- itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)) &&
- itr.a_SourcePos.Equals(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ))
- )
- {
- if (itr.a_PowerLevel != a_PowerLevel)
- {
- // Update power level, don't add a new listing
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
- itr.a_PowerLevel = a_PowerLevel;
- }
- return;
- }
- }
-
- sLinkedPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- RC.a_MiddlePos = Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ);
- RC.a_SourcePos = Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ);
- RC.a_PowerLevel = a_PowerLevel;
- Linked.emplace_back(RC);
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool a_WasLastStatePowered)
-{
- m_SimulatedPlayerToggleableBlocks->operator[](Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) = a_WasLastStatePowered;
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool a_ShouldPowerOn)
-{
- sRepeatersDelayList RC;
-
- // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
- // Multiply by 2 because in MCS, 1 redstone tick = 1 world tick, but in Vanilla, 1 redstone tick = 2 world ticks, and we need to maintain compatibility
- RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
- RC.a_ElapsedTicks = 0;
- RC.ShouldPowerOn = a_ShouldPowerOn;
-
- auto Result = m_RepeatersDelayList->emplace(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ), RC);
- if (!Result.second)
- {
- // Key exists
- if (a_ShouldPowerOn == Result.first->second.ShouldPowerOn)
- {
- // We are queued already for the same thing, don't replace entry
- return;
- }
-
- Result.first->second.a_DelayTicks = RC.a_DelayTicks;
- Result.first->second.a_ElapsedTicks = 0;
- Result.first->second.ShouldPowerOn = a_ShouldPowerOn;
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk)
-{
- if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
- {
- return;
- }
- std::vector<std::pair<Vector3i, cChunk *>> BlocksPotentiallyUnpowered = { std::make_pair(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ), a_Chunk) };
-
- auto UnpoweringFunction = [&BlocksPotentiallyUnpowered](cChunk * a_LambdaChunk, const Vector3i & a_RelSource)
- {
- BLOCKTYPE RepeaterType;
- if (a_LambdaChunk->UnboundedRelGetBlockType(a_RelSource.x, a_RelSource.y, a_RelSource.z, RepeaterType) && (RepeaterType == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- return;
- }
-
- auto Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_LambdaChunk->GetRedstoneSimulatorData());
- Data->m_PoweredBlocks.erase(std::remove_if(Data->m_PoweredBlocks.begin(), Data->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, a_LambdaChunk, a_RelSource](const sPoweredBlocks & itr)
- {
- if (itr.m_SourcePos != a_RelSource)
- {
- return false;
- }
-
- BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.m_BlockPos, a_LambdaChunk));
- a_LambdaChunk->SetIsRedstoneDirty(true);
- return true;
- }
- ), Data->m_PoweredBlocks.end());
-
- Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_LambdaChunk, a_RelSource](const sLinkedPoweredBlocks & itr)
- {
- if (itr.a_SourcePos != a_RelSource)
- {
- return false;
- }
-
- BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, a_LambdaChunk));
- a_LambdaChunk->SetIsRedstoneDirty(true);
- return true;
- }
- ), Data->m_LinkedBlocks.end());
-
- for (const auto & BoundaryChunk : GetAdjacentChunks(a_RelSource, a_LambdaChunk))
- {
- auto BoundaryData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(BoundaryChunk->GetRedstoneSimulatorData());
- Vector3i ChunkAdjustedSource = a_RelSource;
- ChunkAdjustedSource.x += (a_LambdaChunk->GetPosX() - BoundaryChunk->GetPosX()) * cChunkDef::Width;
- ChunkAdjustedSource.z += (a_LambdaChunk->GetPosZ() - BoundaryChunk->GetPosZ()) * cChunkDef::Width;
-
- if (
- (std::find_if(BoundaryData->m_PoweredBlocks.begin(), BoundaryData->m_PoweredBlocks.end(), [ChunkAdjustedSource](const sPoweredBlocks & itr) { return (itr.m_SourcePos == ChunkAdjustedSource); }) != BoundaryData->m_PoweredBlocks.end()) ||
- (std::find_if(BoundaryData->m_LinkedBlocks.begin(), BoundaryData->m_LinkedBlocks.end(), [ChunkAdjustedSource](const sLinkedPoweredBlocks & itr) { return (itr.a_SourcePos == ChunkAdjustedSource); }) != BoundaryData->m_LinkedBlocks.end())
- )
- {
- BlocksPotentiallyUnpowered.emplace_back(std::make_pair(ChunkAdjustedSource, BoundaryChunk));
- }
- }
- };
-
- while (!BlocksPotentiallyUnpowered.empty())
- {
- auto End = BlocksPotentiallyUnpowered.back();
- BlocksPotentiallyUnpowered.pop_back();
- UnpoweringFunction(End.second, End.first);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk)
-{
- std::vector<std::pair<Vector3i, cChunk *>> BlocksPotentiallyUnpowered;
-
- BLOCKTYPE RepeaterType;
- if (a_Chunk->UnboundedRelGetBlockType(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, RepeaterType) && (RepeaterType == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- return;
- }
-
- auto MiddleBlockUnpoweringFunction = [&BlocksPotentiallyUnpowered](cChunk * a_LambdaChunk, const Vector3i & a_RelMiddle)
- {
- auto Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_LambdaChunk->GetRedstoneSimulatorData());
- Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_LambdaChunk, a_RelMiddle](const sLinkedPoweredBlocks & itr)
- {
- if (itr.a_MiddlePos != a_RelMiddle)
- {
- return false;
- }
-
- BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, a_LambdaChunk));
- a_LambdaChunk->SetIsRedstoneDirty(true);
- return true;
- }
- ), Data->m_LinkedBlocks.end());
- };
-
- MiddleBlockUnpoweringFunction(a_Chunk, Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ));
- for (const auto & BoundaryChunk : GetAdjacentChunks(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ), a_Chunk))
- {
- Vector3i ChunkAdjustedMiddlePos = Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ);
- ChunkAdjustedMiddlePos.x += (a_Chunk->GetPosX() - BoundaryChunk->GetPosX()) * cChunkDef::Width;
- ChunkAdjustedMiddlePos.z += (a_Chunk->GetPosZ() - BoundaryChunk->GetPosZ()) * cChunkDef::Width;
-
- MiddleBlockUnpoweringFunction(a_Chunk, Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ));
- }
-
- for (const auto & itr : BlocksPotentiallyUnpowered)
- {
- if (!AreCoordsPowered(itr.first.x, itr.first.y, itr.first.z))
- {
- SetSourceUnpowered(itr.first.x, itr.first.y, itr.first.z, itr.second);
- }
- }
-}
-
-
-
-
-
-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);
-}
-
-
-
-
-
-std::vector<cChunk *> cIncrementalRedstoneSimulator::GetAdjacentChunks(const Vector3i & a_RelBlockPosition, cChunk * a_Chunk)
-{
- std::vector<cChunk *> AdjacentChunks;
- AdjacentChunks.reserve(2); // At most bordering two chunks; reserve that many
-
- auto CheckAndEmplace = [&AdjacentChunks](cChunk * a_LambdaChunk)
- {
- if ((a_LambdaChunk != nullptr) && a_LambdaChunk->IsValid())
- {
- AdjacentChunks.emplace_back(a_LambdaChunk);
- }
- };
-
- // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
- if (a_RelBlockPosition.x <= 1)
- {
- CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x - 2, a_RelBlockPosition.z));
- }
- if (a_RelBlockPosition.x >= 14)
- {
- CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x + 2, a_RelBlockPosition.z));
- }
- if (a_RelBlockPosition.z <= 1)
- {
- CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x, a_RelBlockPosition.z - 2));
- }
- if (a_RelBlockPosition.z >= 14)
- {
- CheckAndEmplace(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x, a_RelBlockPosition.z + 2));
- }
-
- return AdjacentChunks;
-}
-
-
-
-