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author | Tycho Bickerstaff <work.tycho@gmail.com> | 2013-12-22 16:21:34 +0100 |
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committer | Tycho Bickerstaff <work.tycho@gmail.com> | 2013-12-22 16:21:34 +0100 |
commit | 1a9d93665f9f82ccd9054aa1c8e9c24f13776a91 (patch) | |
tree | e9572b3fdf1d47c0769a3d43d3fc4dfac68fd0dd /src/Simulator/RedstoneSimulator.cpp | |
parent | basic threadsafe queue interface (diff) | |
parent | Update GETTING-STARTED.md (diff) | |
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Diffstat (limited to 'src/Simulator/RedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/RedstoneSimulator.cpp | 175 |
1 files changed, 157 insertions, 18 deletions
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp index e53c7c172..f65908729 100644 --- a/src/Simulator/RedstoneSimulator.cpp +++ b/src/Simulator/RedstoneSimulator.cpp @@ -8,6 +8,7 @@ #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" #include "../Piston.h" +#include "../Tracer.h" @@ -106,21 +107,47 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c ((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) || ((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) || ((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (SourceBlockMeta & 0x08) == 0x08) || - (((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta))) + (((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta))) || + (((SourceBlockType == E_BLOCK_STONE_PRESSURE_PLATE) || (SourceBlockType == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (SourceBlockMeta == 0)) ) { LOGD("cRedstoneSimulator: Erased block %s from powered blocks list due to present/past metadata mismatch", ItemToFullString(itr->a_SourceBlock).c_str()); itr = m_PoweredBlocks.erase(itr); } + else if (SourceBlockType == E_BLOCK_DAYLIGHT_SENSOR) + { + if (!a_Chunk->IsLightValid()) + { + m_World.QueueLightChunk(a_ChunkX, a_ChunkZ); + ++itr; + continue; + } + else + { + NIBBLETYPE SkyLight; + a_Chunk->UnboundedRelGetBlockSkyLight(RelX, itr->a_SourcePos.y + 1, RelZ, SkyLight); + + if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness(); + { + LOGD("cRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level"); + itr = m_PoweredBlocks.erase(itr); + } + else + { + ++itr; + continue; + } + } + } else if ((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (DestBlockType == E_BLOCK_REDSTONE_WIRE)) { // It is simply not allowed that a wire powers another wire, presuming that data here is sane and a dest and source are beside each other - LOGD("cRedstoneSimulator: Erased redstone wire from powered blocks list because it's source was also wire"); + LOGD("cRedstoneSimulator: Erased redstone wire from powered blocks list because its source was also wire"); itr = m_PoweredBlocks.erase(itr); } else { - itr++; + ++itr; } } @@ -165,7 +192,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c } else { - itr++; + ++itr; } } @@ -186,7 +213,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c } else { - itr++; + ++itr; } } @@ -206,12 +233,8 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c itr = m_RepeatersDelayList.erase(itr); continue; } - else if (itr->a_ElapsedTicks < itr->a_DelayTicks) - { - itr->a_ElapsedTicks++; - } - itr++; + ++itr; } for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;) @@ -285,6 +308,12 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c HandleRail(a_X, dataitr->y, a_Z, BlockType); break; } + case E_BLOCK_WOODEN_PRESSURE_PLATE: + case E_BLOCK_STONE_PRESSURE_PLATE: + { + HandlePressurePlate(a_X, dataitr->y, a_Z, BlockType); + break; + } } ++dataitr; @@ -601,7 +630,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false); } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -659,8 +688,14 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int return; } } - - // Tick incrementing handled in SimChunk + else + { + // Apparently, incrementing ticks only works reliably here, and not in SimChunk; + // With a world with lots of redstone, the repeaters simply do not delay + // I am confounded to say why. Perhaps optimisation failure. + LOGD("Incremented a repeater @ %i %i %i | Elapsed ticks: %i | Target delay: %i", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); + itr->a_ElapsedTicks++; + } } } @@ -897,9 +932,112 @@ void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_Block void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ) { - if (m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) > 10) + int a_ChunkX, a_ChunkZ; + cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ); + + if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ)) { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR); + m_World.QueueLightChunk(a_ChunkX, a_ChunkZ); + } + else + { + NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness(); + if (SkyLight > 8) + { + SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR); + } + } +} + + + + + +void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType) +{ + switch (a_MyType) + { + case E_BLOCK_STONE_PRESSURE_PLATE: + { + // MCS feature - stone pressure plates can only be triggered by players :D + cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f); + + if (a_Player != NULL) + { + m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1); + SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE); + } + else + { + m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0); + } + break; + } + case E_BLOCK_WOODEN_PRESSURE_PLATE: + { + class cWoodenPressurePlateCallback : + public cEntityCallback + { + public: + cWoodenPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) : + m_X(a_BlockX), + m_Y(a_BlockY), + m_Z(a_BlockZ), + m_World(a_World), + m_Entity(NULL) + { + } + + virtual bool Item(cEntity * a_Entity) override + { + cTracer LineOfSight(m_World); + + Vector3f EntityPos = a_Entity->GetPosition(); + Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); + float Distance = (EntityPos - BlockPos).Length(); + + if (Distance < 0.5) + { + if (!LineOfSight.Trace(BlockPos, (EntityPos - BlockPos), (int)(EntityPos - BlockPos).Length())) + { + m_Entity = a_Entity; + return true; // Break out, we only need to know for wooden plates that at least one entity is on top + } + } + return false; + } + + bool FoundEntity(void) const + { + return m_Entity != NULL; + } + + protected: + cEntity * m_Entity; + cWorld * m_World; + + int m_X; + int m_Y; + int m_Z; + } ; + + cWoodenPressurePlateCallback WoodenPressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World); + m_World.ForEachEntity(WoodenPressurePlateCallback); + + if (WoodenPressurePlateCallback.FoundEntity()) + { + m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1); + SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WOODEN_PRESSURE_PLATE); + } + else + { + m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0); + } + break; + } + default: + LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str()); + break; } } @@ -1308,7 +1446,7 @@ void cRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn) { - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1318,7 +1456,7 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in } // Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit - itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description + itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; return; @@ -1331,7 +1469,8 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) // * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed - RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; + // We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P + RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; RC.a_ElapsedTicks = 0; |