#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 & SimulatedPlayerToggleableBlocks = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_OriginalChunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks;
if (
DoesIgnorePlayerToggle(Block) &&
std::find_if(SimulatedPlayerToggleableBlocks.begin(),SimulatedPlayerToggleableBlocks.end(),
[a_RelBlockPosition](const sSimulatedPlayerToggleableList & itr){ return itr.a_RelBlockPos == a_RelBlockPosition; }) == SimulatedPlayerToggleableBlocks.end()
)
{
// We have arrived here; no block must be in list - add one
sSimulatedPlayerToggleableList RC;
RC.a_RelBlockPos = a_RelBlockPosition;
RC.WasLastStatePowered = AreCoordsDirectlyPowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_OriginalChunk) || AreCoordsLinkedPowered(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, a_OriginalChunk);
// Initialise the toggleable blocks list so that trapdoors etc. aren't reset on restart (#1887)
SimulatedPlayerToggleableBlocks.emplace_back(RC);
}
SimulatedPlayerToggleableBlocks.erase(std::remove_if(SimulatedPlayerToggleableBlocks.begin(), SimulatedPlayerToggleableBlocks.end(), [a_RelBlockPosition, Block, this](const sSimulatedPlayerToggleableList & itr)
{
return (itr.a_RelBlockPos == a_RelBlockPosition) && !DoesIgnorePlayerToggle(Block);
}
), SimulatedPlayerToggleableBlocks.end());
auto & RepeatersDelayList = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_OriginalChunk->GetRedstoneSimulatorData())->m_RepeatersDelayList;
RepeatersDelayList.erase(std::remove_if(RepeatersDelayList.begin(), RepeatersDelayList.end(), [a_RelBlockPosition, Block](const sRepeatersDelayList & itr)
{
return (itr.a_RelBlockPos == a_RelBlockPosition) && (Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF);
}
), RepeatersDelayList.end());
auto & RedstoneSimulatorChunkData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_OriginalChunk->GetRedstoneSimulatorData())->m_ChunkData;
for (auto & itr : RedstoneSimulatorChunkData)
{
if (a_RelBlockPosition == Vector3i(itr.x, itr.y, itr.z)) // We are at an entry matching the current (changed) block
{
if (!IsAllowedBlock(Block))
{
itr.DataTwo = true; // The new blocktype is not redstone; it must be queued to be removed from this list
}
else
{
itr.DataTwo = false;
itr.Data = Block; // Update block information
}
return;
}
}
if (!IsAllowedBlock(Block))
{
return;
}
auto & QueuedData = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_OriginalChunk->GetRedstoneSimulatorData())->m_QueuedChunkData;
for (const auto & itr : QueuedData)
{
if (a_RelBlockPosition == Vector3i(itr.x, itr.y, itr.z))
{
// Can't have duplicates in here either, in case something adds the block again before the structure can written to the main chunk data
return;
}
}
QueuedData.emplace_back(cCoordWithBlockAndBool(a_RelBlockPosition.x, a_RelBlockPosition.y, a_RelBlockPosition.z, 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() && static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData.empty())
{
return;
}
m_RedstoneSimulatorChunkData->m_ChunkData.insert(
m_RedstoneSimulatorChunkData->m_ChunkData.end(),
m_RedstoneSimulatorChunkData->m_QueuedChunkData.begin(),
m_RedstoneSimulatorChunkData->m_QueuedChunkData.end()
);
m_RedstoneSimulatorChunkData->m_QueuedChunkData.clear();
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->DataTwo)
{
dataitr = m_RedstoneSimulatorChunkData->m_ChunkData.erase(dataitr);
continue;
}
switch (dataitr->Data)
{
case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->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->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
default: break;
}
if (ShouldUpdateSimulateOnceBlocks)
{
switch (dataitr->Data)
{
case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_COMMAND_BLOCK: HandleCommandBlock(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_NOTE_BLOCK: HandleNoteBlock(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_POWERED_RAIL:
{
HandleRail(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
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_WOODEN_DOOR:
case E_BLOCK_IRON_DOOR:
{
HandleDoor(dataitr->x, dataitr->y, dataitr->z);
break;
}
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_FENCE_GATE:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_SPRUCE_FENCE_GATE:
{
HandleFenceGate(dataitr->x, dataitr->y, dataitr->z);
break;
}
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
{
HandleRedstoneLamp(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
{
HandleDropSpenser(dataitr->x, dataitr->y, dataitr->z);
break;
}
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
{
HandlePiston(dataitr->x, dataitr->y, dataitr->z);
break;
}
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
{
HandleRedstoneTorch(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_WOODEN_BUTTON:
{
HandleRedstoneButton(dataitr->x, dataitr->y, dataitr->z);
break;
}
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_INACTIVE_COMPARATOR:
{
HandleRedstoneComparator(dataitr->x, dataitr->y, dataitr->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(1003, 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(1003, 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);
}
}
else if (MyPower == 1)
{
return;
}
MyPower--;
// Wire still powered, power blocks beneath
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 VectorOffset;
for (auto OffsetIdx = 0; OffsetIdx != ARRAYCOUNT(VectorOffsets); ++OffsetIdx)
{
BLOCKTYPE Block;
auto Offset = RelBlock + VectorOffsets[OffsetIdx];
if (m_Chunk->UnboundedRelGetBlockType(Offset.x, Offset.y, Offset.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;
VectorOffset = { -VectorOffsets[OffsetIdx].x, VectorOffsets[OffsetIdx].y, -VectorOffsets[OffsetIdx].z };
}
SetBlockPowered(Offset, RelBlock, MyPower);
}
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
{
BorderingMechanismCount++;
if (!RepeaterPresent)
{
VectorOffset = { -VectorOffsets[OffsetIdx].x, VectorOffsets[OffsetIdx].y, -VectorOffsets[OffsetIdx].z };
}
}
default: break;
}
}
}
if (BorderingMechanismCount == 0)
{
SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
}
else if (BorderingMechanismCount == 1)
{
eBlockFace Face = BlockFaceOffsets[std::distance(VectorOffsets, std::find(VectorOffsets, VectorOffsets + ARRAYCOUNT(VectorOffsets), VectorOffset))];
SetBlockPowered(RelBlock + VectorOffset, RelBlock, MyPower);
SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face, MyPower);
}
}
void cIncrementalRedstoneSimulator::FindAndPowerBorderingWires(std::vector<std::pair<Vector3i, cChunk *>> & a_PotentialWireList, const std::pair<Vector3i, cChunk *> & a_Entry)
{
std::vector<std::pair<Vector3i, cChunk *>> NewAdditions;
const Vector3i Offsets[] =
{
{ 1, 0, 0 }, /* Wires on same level start */
{ -1, 0, 0 },
{ 0, 0, 1 },
{ 0, 0, -1 }, /* Wires on same level stop */
{ 1, 1, 0 }, /* Wires one higher, surrounding self start */
{ -1, 1, 0 },
{ 0, 1, 1 },
{ 0, 1, -1 }, /* Wires one higher, surrounding self stop */
{ 1, -1, 0 }, /* Wires one lower, surrounding self start */
{ -1, -1, 0 },
{ 0, -1, 1 },
{ 0, -1, -1 }, /* Wires one lower, surrounding self stop */
};
for (auto Offset : Offsets)
{
auto AdjustedPos = a_Entry.first + Offset;
auto Neighbour = a_Entry.second->GetRelNeighborChunkAdjustCoords(AdjustedPos.x, AdjustedPos.z);
auto MyPower = IsWirePowered(a_Entry.first, a_Entry.second);
if ((Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) && (MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour)))
{
sPoweredBlocks RC;
RC.a_BlockPos = AdjustedPos;
RC.a_SourcePos = a_Entry.first + Vector3i((a_Entry.second->GetPosX() - Neighbour->GetPosX()) * cChunkDef::Width, 0, (a_Entry.second->GetPosZ() - Neighbour->GetPosZ()) * cChunkDef::Width);
RC.a_PowerLevel = MyPower - 1;
((cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks.emplace_back(RC); // We need to insert the value into the chunk who owns the block position
Neighbour->SetIsRedstoneDirty(true);
m_Chunk->SetIsRedstoneDirty(true);
Neighbour->SetMeta(AdjustedPos.x, AdjustedPos.y, AdjustedPos.z, MyPower - 1);
a_PotentialWireList.emplace_back(std::make_pair(AdjustedPos, Neighbour));
}
}
}
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 = RearPower - HighestSidePower;
}
else
{ // Comparison mode
Power = std::max(HighestSidePower, 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 a_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, a_Meta)) // If we're locked, change nothing. Otherwise:
{
bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
{
QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, true);
}
else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
{
QueueRepeaterPowerChange(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta, false);
}
}
}
void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
{
for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
{
if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
{
int RelBlockX = itr->a_RelBlockPos.x;
int RelBlockY = itr->a_RelBlockPos.y;
int RelBlockZ = itr->a_RelBlockPos.z;
BLOCKTYPE Block;
NIBBLETYPE Meta;
m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
if (itr->ShouldPowerOn)
{
if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance
{
m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta);
}
switch (Meta & 0x3) // We only want the direction (bottom) bits
{
case 0x0:
{
SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ - 1, RelBlockX, RelBlockY, RelBlockZ);
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZM);
break;
}
case 0x1:
{
SetBlockPowered(RelBlockX + 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XP);
break;
}
case 0x2:
{
SetBlockPowered(RelBlockX, RelBlockY, RelBlockZ + 1, RelBlockX, RelBlockY, RelBlockZ);
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_ZP);
break;
}
case 0x3:
{
SetBlockPowered(RelBlockX - 1, RelBlockY, RelBlockZ, RelBlockX, RelBlockY, RelBlockZ);
SetDirectionLinkedPowered(RelBlockX, RelBlockY, RelBlockZ, BLOCK_FACE_XM);
break;
}
}
}
else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
{
m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, 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->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
itr->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(BlockX, a_RelBlockY, BlockZ, &this->m_World);
}
else
{
GetHandlerCompileTime<E_BLOCK_PISTON>::type::RetractPiston(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", (double)BlockX, (double)a_RelBlockY, (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_WOODEN_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(1003, 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(1003, 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, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
if (a_Player != nullptr)
{
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, a_MyType);
}
else
{
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, (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 = 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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (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, a_MyType);
}
else
{
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
{
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (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, (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 = std::min((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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (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, a_MyType);
}
else
{
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
{
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (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, (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", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (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, a_MyType);
}
else
{
if (Meta == E_META_PRESSURE_PLATE_DEPRESSED)
{
m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (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 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.a_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.a_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.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))))
{
return true;
}
break;
}
case 0x1:
{
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))))
{
return true;
}
break;
}
case 0x2:
{
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))))
{
return true;
}
break;
}
case 0x3:
{
if (itr.a_SourcePos.Equals(AdjustRelativeCoords(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(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1))))
{
return true;
}
break;
}
case 0x1:
{
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ))))
{
return true;
}
break;
}
case 0x2:
{
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1))))
{
return true;
}
break;
}
case 0x3:
{
if (itr.a_MiddlePos.Equals(AdjustRelativeCoords(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.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_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.a_BlockPos != a_RelBlockPosition)
{
continue;
}
PowerLevel = std::max(itr.a_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.a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
{
if (itr.WasLastStatePowered != 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.begin(); itr != Powered.end(); ++itr)
{
if ((itr->a_BlockPos == a_RelBlockPosition) && (itr->a_SourcePos == a_RelSourcePosition))
{
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;
}
}
sPoweredBlocks RC;
RC.a_BlockPos = a_RelBlockPosition;
RC.a_SourcePos = a_RelSourcePosition;
RC.a_PowerLevel = a_PowerLevel;
Powered.emplace_back(RC);
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);
m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelMiddleX, a_RelMiddleZ);
if ((Neighbour == nullptr) || !Neighbour->IsValid())
{
return;
}
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))
)
{
// Check for duplicates, update power level, don't add a new listing
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)
{
for (auto & itr : *m_SimulatedPlayerToggleableBlocks)
{
if (!itr.a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
{
continue;
}
// Update listing
itr.WasLastStatePowered = a_WasLastStatePowered;
return;
}
// We have arrived here; no block must be in list - add one
sSimulatedPlayerToggleableList RC;
RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
RC.WasLastStatePowered = a_WasLastStatePowered;
m_SimulatedPlayerToggleableBlocks->emplace_back(RC);
}
bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
{
for (auto itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
{
if (itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
{
if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
{
return false;
}
// 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_ElapsedTicks = 0;
itr->ShouldPowerOn = ShouldPowerOn;
return false;
}
}
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
// 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 = ShouldPowerOn;
m_RepeatersDelayList->emplace_back(RC);
return true;
}
void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk)
{
std::vector<std::pair<Vector3i, cChunk *>> BlocksPotentiallyUnpowered = { std::make_pair(Vector3i(a_RelSourceX, a_RelSourceY, a_RelSourceZ), a_Chunk) };
auto UnpoweringFunction = [&BlocksPotentiallyUnpowered](cChunk * a_Chunk, const Vector3i & a_RelSource)
{
auto Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
Data->m_PoweredBlocks.erase(std::remove_if(Data->m_PoweredBlocks.begin(), Data->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelSource](const sPoweredBlocks & itr)
{
if (itr.a_SourcePos != a_RelSource)
{
return false;
}
for (const auto & BoundaryChunk : GetAdjacentChunks(a_RelSource, a_Chunk))
{
if (BoundaryChunk != a_Chunk)
{
Vector3i ChunkAdjustedSource = a_RelSource;
ChunkAdjustedSource.x += (a_Chunk->GetPosX() - BoundaryChunk->GetPosX()) * cChunkDef::Width;
ChunkAdjustedSource.z += (a_Chunk->GetPosZ() - BoundaryChunk->GetPosZ()) * cChunkDef::Width;
auto BoundaryData = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)BoundaryChunk->GetRedstoneSimulatorData();
BoundaryData->m_PoweredBlocks.erase(std::remove_if(BoundaryData->m_PoweredBlocks.begin(), BoundaryData->m_PoweredBlocks.end(), [&BlocksPotentiallyUnpowered, BoundaryChunk, ChunkAdjustedSource](const sPoweredBlocks & itr)
{
if (itr.a_SourcePos != ChunkAdjustedSource)
{
return false;
}
BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, BoundaryChunk));
BoundaryChunk->SetIsRedstoneDirty(true);
return true;
}
), BoundaryData->m_PoweredBlocks.end());
}
}
if (a_Chunk->GetBlock(a_RelSource) == E_BLOCK_REDSTONE_REPEATER_ON)
{
return false;
}
BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, a_Chunk));
a_Chunk->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_Chunk, a_RelSource](const sLinkedPoweredBlocks & itr)
{
if (itr.a_SourcePos != a_RelSource)
{
return false;
}
for (const auto & BoundaryChunk : GetAdjacentChunks(a_RelSource, a_Chunk))
{
if (BoundaryChunk != a_Chunk)
{
Vector3i ChunkAdjustedSource = a_RelSource;
ChunkAdjustedSource.x += (a_Chunk->GetPosX() - BoundaryChunk->GetPosX()) * cChunkDef::Width;
ChunkAdjustedSource.z += (a_Chunk->GetPosZ() - BoundaryChunk->GetPosZ()) * cChunkDef::Width;
auto BoundaryData = (cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulatorChunkData *)BoundaryChunk->GetRedstoneSimulatorData();
BoundaryData->m_LinkedBlocks.erase(std::remove_if(BoundaryData->m_LinkedBlocks.begin(), BoundaryData->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, BoundaryChunk, ChunkAdjustedSource](const sLinkedPoweredBlocks & itr)
{
if (itr.a_SourcePos != ChunkAdjustedSource)
{
return false;
}
BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, BoundaryChunk));
BoundaryChunk->SetIsRedstoneDirty(true);
return true;
}
), BoundaryData->m_LinkedBlocks.end());
}
}
if (a_Chunk->GetBlock(a_RelSource) == E_BLOCK_REDSTONE_REPEATER_ON)
{
return false;
}
BlocksPotentiallyUnpowered.emplace_back(std::make_pair(itr.a_BlockPos, a_Chunk));
a_Chunk->SetIsRedstoneDirty(true);
return true;
}
), Data->m_LinkedBlocks.end());
};
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, bool a_IsFirstCall)
{
if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
{
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
{
return;
}
}
std::vector<Vector3i> BlocksPotentiallyUnpowered;
auto Data = static_cast<cIncrementalRedstoneSimulatorChunkData *>(a_Chunk->GetRedstoneSimulatorData());
Data->m_LinkedBlocks.erase(std::remove_if(Data->m_LinkedBlocks.begin(), Data->m_LinkedBlocks.end(), [&BlocksPotentiallyUnpowered, a_Chunk, a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ](const sLinkedPoweredBlocks & itr)
{
if (itr.a_MiddlePos.Equals(Vector3i(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)))
{
BlocksPotentiallyUnpowered.emplace_back(itr.a_BlockPos);
a_Chunk->SetIsRedstoneDirty(true);
return true;
}
return false;
}
), Data->m_LinkedBlocks.end());
if (a_IsFirstCall && /*AreCoordsOnChunkBoundary(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ)*/1)
{
// +- 2 to accomodate linked powered blocks
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX - 2, a_RelMiddleZ), false);
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX + 2, a_RelMiddleZ), false);
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ - 2), false);
SetInvalidMiddleBlock(a_RelMiddleX, a_RelMiddleY, a_RelMiddleZ, a_Chunk->GetRelNeighborChunk(a_RelMiddleX, a_RelMiddleZ + 2), false);
}
for (const auto & itr : BlocksPotentiallyUnpowered)
{
if (!AreCoordsPowered(itr.x, itr.y, itr.z))
{
SetSourceUnpowered(itr.x, itr.y, itr.z, a_Chunk->GetRelNeighborChunk(itr.x, itr.z));
}
}
}
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
// Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
if ((a_RelBlockPosition.x % cChunkDef::Width) <= 1)
{
AdjacentChunks.emplace_back(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x - 2, a_RelBlockPosition.z));
}
if ((a_RelBlockPosition.x % cChunkDef::Width) >= 14)
{
AdjacentChunks.emplace_back(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x + 2, a_RelBlockPosition.z));
}
if ((a_RelBlockPosition.z % cChunkDef::Width) <= 1)
{
AdjacentChunks.emplace_back(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x, a_RelBlockPosition.z - 2));
}
if ((a_RelBlockPosition.z % cChunkDef::Width) >= 14)
{
AdjacentChunks.emplace_back(a_Chunk->GetRelNeighborChunk(a_RelBlockPosition.x, a_RelBlockPosition.z + 2));
}
return AdjacentChunks;
}