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-rw-r--r--src/Simulator/RedstoneSimulator.h79
1 files changed, 40 insertions, 39 deletions
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index 1080c3f81..4fe8b59b3 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -4,7 +4,7 @@
#include "Simulator.h"
/// Per-chunk data for the simulator, specified individual chunks to simulate; 'Data' is not used
-typedef cCoordWithIntList cRedstoneSimulatorChunkData;
+typedef cCoordWithBlockVector cRedstoneSimulatorChunkData;
@@ -39,7 +39,6 @@ private:
{
Vector3i a_BlockPos; // Position of powered block
Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
- BLOCKTYPE a_SourceBlock; // The source block type (for pistons pushing away sources and replacing with non source etc.)
};
struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
@@ -47,8 +46,6 @@ private:
Vector3i a_BlockPos;
Vector3i a_MiddlePos;
Vector3i a_SourcePos;
- BLOCKTYPE a_SourceBlock;
- BLOCKTYPE a_MiddleBlock;
};
struct sSimulatedPlayerToggleableList
@@ -81,81 +78,86 @@ private:
// In addition to being non-performant, it would stop the player from actually breaking said device
/* ====== SOURCES ====== */
- /// <summary>Handles the redstone torch</summary>
+ /** Handles the redstone torch */
void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /// <summary>Handles the redstone block</summary>
+ /** Handles the redstone block */
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles levers</summary>
+ /** Handles levers */
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles buttons</summary>
+ /** Handles buttons */
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
- /// <summary>Handles daylight sensors</summary>
+ /** Handles daylight sensors */
void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles pressure plates</summary>
+ /** Handles pressure plates */
void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
/* ==================== */
/* ====== CARRIERS ====== */
- /// <summary>Handles redstone wire</summary>
+ /** Handles redstone wire */
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles repeaters</summary>
+ /** Handles repeaters */
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
- /// <summary>Handles pistons</summary>
+ /** Handles pistons */
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles dispensers and droppers</summary>
+ /** Handles dispensers and droppers */
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles TNT (exploding)</summary>
+ /** Handles TNT (exploding) */
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles redstone lamps</summary>
+ /** Handles redstone lamps */
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- /// <summary>Handles doords</summary>
+ /** Handles doords */
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles activator, detector, and powered rails</summary>
+ /** Handles activator, detector, and powered rails */
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
- /// <summary>Handles trapdoors</summary>
+ /** Handles trapdoors */
void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Handles noteblocks</summary>
+ /** Handles noteblocks */
void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/* ===================== */
/* ====== Helper functions ====== */
- /// <summary>Marks a block as powered</summary>
+ /** Marks a block as powered */
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
- /// <summary>Marks a block as being powered through another block</summary>
+ /** Marks a block as being powered through another block */
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
- /// <summary>Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back</summary>
+ /** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
- /// <summary>Marks the second block in a direction as linked powered</summary>
+ /** Marks the second block in a direction as linked powered */
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
- /// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
+ /** Marks all blocks immediately surrounding a coordinate as powered */
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
- /// <summary>Queues a repeater to be powered or unpowered</summary>
+ /** Queues a repeater to be powered or unpowered */
void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn);
- /// <summary>Returns if a coordinate is powered or linked powered</summary>
+ /** Returns if a coordinate is powered or linked powered */
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); }
- /// <summary>Returns if a coordinate is in the directly powered blocks list</summary>
+ /** Returns if a coordinate is in the directly powered blocks list */
bool AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Returns if a coordinate is in the indirectly powered blocks list</summary>
+ /** Returns if a coordinate is in the indirectly powered blocks list */
bool AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Returns if a coordinate was marked as simulated (for blocks toggleable by players)</summary>
+ /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
bool AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered);
- /// <summary>Returns if a repeater is powered</summary>
+ /** Returns if a repeater is powered */
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
- /// <summary>Returns if a piston is powered</summary>
+ /** Returns if a piston is powered */
bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a wire is powered
+ The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
+ */
+ bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- /// <summary>Returns if lever metadata marks it as emitting power</summary>
+
+ /** Returns if lever metadata marks it as emitting power */
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
- /// <summary>Returns if button metadata marks it as emitting power</summary>
+ /** Returns if button metadata marks it as emitting power */
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
/* ============================== */
/* ====== Misc Functions ====== */
- /// <summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
+ /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
inline static bool IsViableMiddleBlock(BLOCKTYPE Block)
{
if (!g_BlockIsSolid[Block]) { return false; }
@@ -176,7 +178,7 @@ private:
}
}
- /// <summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
+ /** Returns if a block is a mechanism (something that accepts power and does something) */
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
@@ -205,7 +207,7 @@ private:
}
}
- /// <summary>Returns if a block has the potential to output power</summary>
+ /** Returns if a block has the potential to output power */
inline static bool IsPotentialSource(BLOCKTYPE Block)
{
switch (Block)
@@ -214,7 +216,6 @@ private:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_LEVER:
case E_BLOCK_REDSTONE_REPEATER_ON:
@@ -227,7 +228,7 @@ private:
}
}
- /// <summary>Returns if a block is any sort of redstone device</summary>
+ /** Returns if a block is any sort of redstone device */
inline static bool IsRedstone(BLOCKTYPE Block)
{
switch (Block)