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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp46
1 files changed, 26 insertions, 20 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp b/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp
index a0dd8fe94..178ee00a0 100644
--- a/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp
@@ -12,6 +12,7 @@
ForEachSourceCallback::ForEachSourceCallback(const cChunk & Chunk, const Vector3i Position, const BLOCKTYPE CurrentBlock) :
+ Power(0),
m_Chunk(Chunk),
m_Position(Position),
m_CurrentBlock(CurrentBlock)
@@ -26,8 +27,13 @@ bool ForEachSourceCallback::ShouldQueryLinkedPosition(const Vector3i Location, c
{
switch (Block)
{
+ // Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.)
+ // However, these are mechanisms that are IsSolid, but still give power. Don't ignore them:
case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_OBSERVER:
case E_BLOCK_TRAPPED_CHEST: return false;
+
+ // If a mechanism asks for power from a block, redirect the query to linked positions if:
default: return cBlockInfo::IsSolid(Block);
}
}
@@ -58,7 +64,13 @@ void ForEachSourceCallback::operator()(Vector3i Location)
}
else
{
- Power = std::max(Power, QueryPower(*NeighbourChunk, Location, PotentialSourceBlock, NeighbourRelativeQueryPosition, m_CurrentBlock, false));
+ Power = std::max(
+ Power,
+ RedstoneHandler::GetPowerDeliveredToPosition(
+ *NeighbourChunk, Location, PotentialSourceBlock,
+ NeighbourRelativeQueryPosition, m_CurrentBlock, false
+ )
+ );
}
}
@@ -66,26 +78,11 @@ void ForEachSourceCallback::operator()(Vector3i Location)
-PoweringData ForEachSourceCallback::QueryPower(const cChunk & Chunk, const Vector3i SourcePosition, const BLOCKTYPE SourceBlock, const Vector3i QueryPosition, const BLOCKTYPE QueryBlock, const bool IsLinked)
-{
- return
- {
- SourceBlock,
- RedstoneHandler::GetPowerDeliveredToPosition(
- Chunk, SourcePosition, SourceBlock,
- QueryPosition, QueryBlock, IsLinked
- )
- };
-}
-
-
-
-
-
-PoweringData ForEachSourceCallback::QueryLinkedPower(const cChunk & Chunk, const Vector3i QueryPosition, const BLOCKTYPE QueryBlock, const Vector3i SolidBlockPosition)
+PowerLevel ForEachSourceCallback::QueryLinkedPower(const cChunk & Chunk, const Vector3i QueryPosition, const BLOCKTYPE QueryBlock, const Vector3i SolidBlockPosition)
{
- PoweringData Power;
+ PowerLevel Power = 0;
+ // Loop through all linked powerable offsets in the direction requested:
for (const auto Offset : cSimulator::GetLinkedOffsets(SolidBlockPosition - QueryPosition))
{
auto SourcePosition = QueryPosition + Offset;
@@ -100,8 +97,17 @@ PoweringData ForEachSourceCallback::QueryLinkedPower(const cChunk & Chunk, const
continue;
}
+ // Conduit block's position, relative to NeighbourChunk.
const auto NeighbourRelativeSolidBlockPosition = cIncrementalRedstoneSimulatorChunkData::RebaseRelativePosition(Chunk, *NeighbourChunk, SolidBlockPosition);
- Power = std::max(Power, QueryPower(*NeighbourChunk, SourcePosition, NeighbourChunk->GetBlock(SourcePosition), NeighbourRelativeSolidBlockPosition, QueryBlock, true));
+
+ // Do a standard power query, but the requester's position is actually the solid block that will conduct power:
+ Power = std::max(
+ Power,
+ RedstoneHandler::GetPowerDeliveredToPosition(
+ *NeighbourChunk, SourcePosition, NeighbourChunk->GetBlock(SourcePosition),
+ NeighbourRelativeSolidBlockPosition, QueryBlock, true
+ )
+ );
}
return Power;