summaryrefslogtreecommitdiffstats
path: root/src/Simulator
diff options
context:
space:
mode:
authorHowaner <franzi.moos@googlemail.com>2014-09-26 23:56:20 +0200
committerHowaner <franzi.moos@googlemail.com>2014-09-26 23:56:20 +0200
commit033d16babb9390cea463eea61739f0ca2b1d315a (patch)
tree02a2afded18f202c62d2f3a87dce88428f63cb8b /src/Simulator
parentImplemented mob spawner. (diff)
parentMerge pull request #1456 from Howaner/Fixes (diff)
downloadcuberite-033d16babb9390cea463eea61739f0ca2b1d315a.tar
cuberite-033d16babb9390cea463eea61739f0ca2b1d315a.tar.gz
cuberite-033d16babb9390cea463eea61739f0ca2b1d315a.tar.bz2
cuberite-033d16babb9390cea463eea61739f0ca2b1d315a.tar.lz
cuberite-033d16babb9390cea463eea61739f0ca2b1d315a.tar.xz
cuberite-033d16babb9390cea463eea61739f0ca2b1d315a.tar.zst
cuberite-033d16babb9390cea463eea61739f0ca2b1d315a.zip
Diffstat (limited to 'src/Simulator')
-rw-r--r--src/Simulator/CMakeLists.txt1
-rw-r--r--src/Simulator/FireSimulator.cpp11
-rw-r--r--src/Simulator/FireSimulator.h2
-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp1
-rw-r--r--src/Simulator/FluidSimulator.h7
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp2222
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h313
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.inc2583
-rw-r--r--src/Simulator/NoopRedstoneSimulator.h4
-rw-r--r--src/Simulator/RedstoneSimulator.cpp19
-rw-r--r--src/Simulator/RedstoneSimulator.h17
-rw-r--r--src/Simulator/SandSimulator.cpp1
-rw-r--r--src/Simulator/SandSimulator.h9
-rw-r--r--src/Simulator/Simulator.cpp45
-rw-r--r--src/Simulator/Simulator.h18
-rw-r--r--src/Simulator/Simulator.inc45
-rw-r--r--src/Simulator/SimulatorManager.cpp2
-rw-r--r--src/Simulator/SimulatorManager.h4
18 files changed, 2698 insertions, 2606 deletions
diff --git a/src/Simulator/CMakeLists.txt b/src/Simulator/CMakeLists.txt
index 521b145b6..5aa406717 100644
--- a/src/Simulator/CMakeLists.txt
+++ b/src/Simulator/CMakeLists.txt
@@ -10,7 +10,6 @@ SET (SRCS
FloodyFluidSimulator.cpp
FluidSimulator.cpp
IncrementalRedstoneSimulator.cpp
- RedstoneSimulator.cpp
SandSimulator.cpp
Simulator.cpp
SimulatorManager.cpp
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index cdb5abde2..7ae84af7b 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -179,6 +179,17 @@ bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType)
case E_BLOCK_WOOL:
case E_BLOCK_BOOKCASE:
case E_BLOCK_FENCE:
+ case E_BLOCK_SPRUCE_FENCE:
+ case E_BLOCK_BIRCH_FENCE:
+ case E_BLOCK_JUNGLE_FENCE:
+ case E_BLOCK_DARK_OAK_FENCE:
+ case E_BLOCK_ACACIA_FENCE:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ case E_BLOCK_BIRCH_FENCE_GATE:
+ case E_BLOCK_JUNGLE_FENCE_GATE:
+ case E_BLOCK_DARK_OAK_FENCE_GATE:
+ case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_TNT:
case E_BLOCK_VINES:
case E_BLOCK_HAY_BALE:
diff --git a/src/Simulator/FireSimulator.h b/src/Simulator/FireSimulator.h
index 9ccc3ef4f..f76dbe342 100644
--- a/src/Simulator/FireSimulator.h
+++ b/src/Simulator/FireSimulator.h
@@ -16,7 +16,7 @@ it progresses to the next step (blockmeta++). This value is updated if a neighbo
The simulator reads its parameters from the ini file given to the constructor.
*/
class cFireSimulator :
- public cSimulator
+ public cSimulator<cChunk, cWorld>
{
public:
cFireSimulator(cWorld & a_World, cIniFile & a_IniFile);
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index 2c5c4b658..b839aa746 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -12,6 +12,7 @@
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
#include "../BlockInServerPluginInterface.h"
+#include "../Blocks/ChunkInterface.h"
diff --git a/src/Simulator/FluidSimulator.h b/src/Simulator/FluidSimulator.h
index 672b740a2..0877a7bf1 100644
--- a/src/Simulator/FluidSimulator.h
+++ b/src/Simulator/FluidSimulator.h
@@ -4,7 +4,8 @@
#include "Simulator.h"
-
+class cChunk;
+class cWorld;
enum Direction
@@ -36,9 +37,9 @@ public:
class cFluidSimulator :
- public cSimulator
+ public cSimulator<cChunk, cWorld>
{
- typedef cSimulator super;
+ typedef cSimulator<cChunk, cWorld> super;
public:
cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 7b3a2c2fa..df05a9fee 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -1,2216 +1,24 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+#include "Globals.h"
-#include "IncrementalRedstoneSimulator.h"
-#include "BoundingBox.h"
-#include "../BlockEntities/RedstonePoweredEntity.h"
-#include "../BlockEntities/ChestEntity.h"
-#include "../BlockEntities/CommandBlockEntity.h"
-#include "../Entities/Pickup.h"
-#include "../Blocks/BlockTorch.h"
-#include "../Blocks/BlockDoor.h"
-#include "../Blocks/BlockButton.h"
-#include "../Blocks/BlockLever.h"
-#include "../Blocks/BlockPiston.h"
-#include "../Blocks/BlockTripwireHook.h"
+#include "BlockEntities/ChestEntity.h"
+typedef cItemCallback<cChestEntity> cChestCallback;
+#include "IncrementalRedstoneSimulator.inc"
+#include "Chunk.h"
+#include "World.h"
+#include "Blocks/GetHandlerCompileTimeTemplate.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"
-
-cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) :
- super(a_World),
- m_RedstoneSimulatorChunkData(),
- m_PoweredBlocks(),
- m_LinkedPoweredBlocks(),
- m_SimulatedPlayerToggleableBlocks(),
- m_RepeatersDelayList(),
- m_Chunk()
-{
-}
-
-
-
-
-
-cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator()
-{
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk)
-{
- if ((a_Chunk == NULL) || !a_Chunk->IsValid())
- {
- return;
- }
- else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
- {
- return;
- }
-
- // We may be called with coordinates in a chunk that is not the first chunk parameter
- // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
- // Use that Chunk pointer to get a relative position
-
- int RelX = 0;
- int RelZ = 0;
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
-
- if (a_OtherChunk != NULL)
- {
- RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
- RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
- a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
-
- // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
- // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
- a_Chunk->SetIsRedstoneDirty(true);
- }
- else
- {
- RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
- RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
- a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, 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
-
- PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
- for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end();)
- {
- if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- ++itr;
- continue;
- }
-
- if (!IsPotentialSource(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = PoweredBlocks->erase(itr);
- continue;
- }
- else if (
- // 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))
- )
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = PoweredBlocks->erase(itr);
- continue;
- }
- ++itr;
- }
-
- LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
- // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
- for (LinkedBlocksList::iterator itr = LinkedPoweredBlocks->begin(); itr != LinkedPoweredBlocks->end();)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (!IsPotentialSource(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = LinkedPoweredBlocks->erase(itr);
- continue;
- }
- else if (
- // Things that can send power through a block but which depends on meta
- ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
- ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
- (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
- )
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = LinkedPoweredBlocks->erase(itr);
- continue;
- }
- }
- else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
- {
- if (!IsViableMiddleBlock(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
- itr = LinkedPoweredBlocks->erase(itr);
- continue;
- }
- }
- ++itr;
- }
-
- SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
- for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr)
- {
- if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
- {
- continue;
- }
-
- if (!IsAllowedBlock(Block))
- {
- LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z);
- SimulatedPlayerToggleableBlocks->erase(itr);
- break;
- }
- }
-
- RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
- for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr)
- {
- if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
- {
- continue;
- }
-
- if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
- {
- RepeatersDelayList->erase(itr);
- break;
- }
- }
-
- if (a_OtherChunk != NULL)
- {
- // 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;
- }
-
- cRedstoneSimulatorChunkData * RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
- for (cRedstoneSimulatorChunkData::iterator itr = RedstoneSimulatorChunkData->begin(); itr != RedstoneSimulatorChunkData->end(); ++itr)
- {
- if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // 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;
- }
-
- for (cRedstoneSimulatorChunkData::iterator itr = a_Chunk->GetRedstoneSimulatorQueuedData()->begin(); itr != a_Chunk->GetRedstoneSimulatorQueuedData()->end(); ++itr)
- {
- if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
- {
- // 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;
- }
- }
- a_Chunk->GetRedstoneSimulatorQueuedData()->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
-{
- m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData();
- if (m_RedstoneSimulatorChunkData->empty() && a_Chunk->GetRedstoneSimulatorQueuedData()->empty())
- {
- return;
- }
-
- m_RedstoneSimulatorChunkData->insert(m_RedstoneSimulatorChunkData->end(), a_Chunk->GetRedstoneSimulatorQueuedData()->begin(), a_Chunk->GetRedstoneSimulatorQueuedData()->end());
- a_Chunk->GetRedstoneSimulatorQueuedData()->clear();
-
- m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList();
- m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList();
- m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList();
- m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList();
- 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 (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();)
- {
- if (dataitr->DataTwo)
- {
- dataitr = m_RedstoneSimulatorChunkData->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_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
- case E_BLOCK_TNT: HandleTNT(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_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- {
- HandleDoor(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;
- }
- default: break;
- }
- }
- ++dataitr;
- }
-}
-
-
-
-
-void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
- {
- // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
- AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
-
- // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
- // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
- RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
-
- return;
- }
-
- // Not on boundary, just alert this chunk for speed
- AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
-}
-
-
-
-
-
-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, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
- if ((Neighbour == NULL) || !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, cBlockTorchHandler::MetaDataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)), true); // Inverse true to get the block torch is on
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
- if ((Neighbour == NULL) || !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 = cBlockLeverHandler::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 = cBlockButtonHandler::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 struct // Define which directions the wire can receive power from
- {
- int x, y, z;
- } gCrossCoords[] =
- {
- { 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 */
- } ;
-
- static const struct // Define which directions the wire will check for repeater prescence
- {
- int x, y, z;
- } gSideCoords[] =
- {
- { 1, 0, 0 },
- {-1, 0, 0 },
- { 0, 0, 1 },
- { 0, 0, -1 },
- { 0, 1, 0 },
- };
-
- // Check to see if directly beside a power source
- unsigned char MyPower;
- if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
- {
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
- m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
- return;
- }
-
- m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
-
- if (MyPower < 1)
- {
- return;
- }
-
- MyPower--;
-
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
- {
- if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
- {
- BLOCKTYPE Type = 0;
- if (a_RelBlockY + 1 >= cChunkDef::Height)
- {
- continue;
- }
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
- {
- continue;
- }
- if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)...
- {
- continue; // We don't receive power from that wire
- }
- }
- else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
- {
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
- {
- continue;
- }
- if (cBlockInfo::IsSolid(Type))
- {
- continue;
- }
- }
-
- 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 (Type == E_BLOCK_REDSTONE_WIRE)
- {
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- }
- }
-
- for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
- {
- BLOCKTYPE Type = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
- {
- continue;
- }
- if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
- {
- SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, 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);
-
- switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- case REDSTONE_NONE:
- {
- SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
-
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
- break;
- }
- case REDSTONE_X_POS:
- {
- SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
- break;
- }
- case REDSTONE_X_NEG:
- {
- SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
- break;
- }
- case REDSTONE_Z_POS:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
- break;
- }
- case REDSTONE_Z_NEG:
- {
- SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
- SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
- break;
- }
- }
-}
-
-
-
-
-
-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 cWorld::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 (RepeatersDelayList::iterator 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)
- {
- cBlockPistonHandler::ExtendPiston(BlockX, a_RelBlockY, BlockZ, &m_World);
- }
- else
- {
- cBlockPistonHandler::RetractPiston(BlockX, a_RelBlockY, BlockZ, &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);
- 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;
-
- if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
- {
- if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true))
- {
- cChunkInterface ChunkInterface(m_World.GetChunkMap());
- if (!cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
- {
- cBlockDoorHandler::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(m_World.GetChunkMap());
- if (cBlockDoorHandler::IsOpen(ChunkInterface, BlockX, a_RelBlockY, BlockZ))
- {
- cBlockDoorHandler::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 cCommandBlockCallback
- {
- bool m_IsPowered;
- public:
- cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
-
- virtual bool Item(cCommandBlockEntity * 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->DoWithCommandBlockAt(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))
- {
- 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))
- {
- 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_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
- {
- SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- }
- else
- {
- WakeUp(BlockX, a_RelBlockY, BlockZ, 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 = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
-
- if (a_Player != NULL)
- {
- 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(BlockX, a_RelBlockY, BlockZ, 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);
- 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(BlockX, a_RelBlockY, BlockZ, 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);
- 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(BlockX, a_RelBlockY, BlockZ, 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);
- 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(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
- break;
- }
- default:
- {
- LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str());
- break;
- }
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTripwireHook(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;
- int RelX = a_RelBlockX, RelZ = a_RelBlockZ;
- bool FoundActivated = false;
- eBlockFace FaceToGoTowards = cBlockTripwireHookHandler::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(cBlockTripwireHookHandler::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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, m_Chunk);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- class cGetTrappedChestPlayers :
- public cChestCallback
- {
- public:
- cGetTrappedChestPlayers(void) :
- m_NumberOfPlayers(0)
- {
- }
-
- 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(BlockX, a_RelBlockY, BlockZ, 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);
- 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)
+cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World)
{
- // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
-
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end(); ++itr) // Check powered list
- {
- if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
- }
- return false;
+ return new cIncrementalRedstoneSimulator<cChunk, cWorld, GetHandlerCompileTime, cChestEntity>(a_World);
}
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(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;
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
- {
- if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
- }
- return false;
-}
-
-
-
-
-
-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
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- switch (a_Meta & 0x3)
- {
- case 0x0:
- {
- // Flip the coords to check the back of the repeater
- if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
- break;
- }
- case 0x1:
- {
- if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- case 0x2:
- {
- if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
- break;
- }
- case 0x3:
- {
- if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- }
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- switch (a_Meta & 0x3)
- {
- case 0x0:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
- break;
- }
- case 0x1:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- case 0x2:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
- break;
- }
- case 0x3:
- {
- if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
- break;
- }
- }
- }
- 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;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON)) // Is right neighbor a powered repeater?
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 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->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3;
- if (OtherRepeaterDir == 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;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3;
- if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked
- }
-
- // Check if northern(up) neighbor is a powered on repeater who is facing us
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
- {
- NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3;
- if (OtherRepeaterDir == 0x2) { 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 = cBlockPistonHandler::MetaDataToDirection(a_Meta);
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
-
- if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
-
- if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- return true;
- }
-
- AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
- }
- return false; // Source was in front of the piston's front face
-}
-
-
-
-
-bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
-{
- a_PowerLevel = 0;
- int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
- int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
-
- for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- continue;
- }
- a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
- }
-
- for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
- {
- if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
- {
- continue;
- }
-
- BLOCKTYPE Type = E_BLOCK_AIR;
- int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
- int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
- if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
- {
- continue;
- }
- a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
- }
-
- return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
-{
- for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
- {
- 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 struct
- {
- int x, y, z;
- } gCrossCoords[] =
- {
- { 1, 0, 0 },
- { -1, 0, 0 },
- { 0, 0, 1 },
- { 0, 0, -1 },
- { 0, 1, 0 },
- { 0, -1, 0 }
- };
-
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
- {
- SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
- }
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
- int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
-
- cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
- if ((Neighbour == NULL) || !Neighbour->IsValid())
- {
- return;
- }
-
- PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position
- for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr)
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
- itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
- )
- {
- // Check for duplicates, update power level, don't add a new listing
- itr->a_PowerLevel = a_PowerLevel;
- return;
- }
- }
-
- // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
- // TODO: on C++11 support, change this to a llama function pased to a std::remove_if
- for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
- itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
- (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
- )
- {
- BLOCKTYPE Block;
- NIBBLETYPE Meta;
- Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
-
- if (Block == E_BLOCK_REDSTONE_WIRE)
- {
- if (Meta < a_PowerLevel)
- {
- m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
- break;
- }
- else
- {
- // Powered wires try to power their source - don't let them!
- return;
- }
- }
- }
- }
-
- sPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
- RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
- RC.a_PowerLevel = a_PowerLevel;
- Powered->push_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
- )
-{
- int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
- int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
- int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX;
- int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ;
- int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
- int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
-
- if (!IsViableMiddleBlock(a_MiddleBlock))
- {
- return;
- }
-
- cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
- if ((Neighbour == NULL) || !Neighbour->IsValid())
- {
- return;
- }
-
- LinkedBlocksList * Linked = Neighbour->GetRedstoneSimulatorLinkedBlocksList();
- for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
- {
- if (
- itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
- itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) &&
- itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
- )
- {
- // Check for duplicates, update power level, don't add a new listing
- itr->a_PowerLevel = a_PowerLevel;
- return;
- }
- }
-
- sLinkedPoweredBlocks RC;
- RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
- RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ);
- RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
- RC.a_PowerLevel = a_PowerLevel;
- Linked->push_back(RC);
- Neighbour->SetIsRedstoneDirty(true);
- m_Chunk->SetIsRedstoneDirty(true);
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
-{
- for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
- {
- if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
- {
- continue;
- }
-
- if (itr->WasLastStatePowered != WasLastStatePowered)
- {
- // If power states different, update listing
- itr->WasLastStatePowered = WasLastStatePowered;
- return;
- }
- else
- {
- // If states the same, just ignore
- return;
- }
- }
-
- // We have arrive here; no block must be in list - add one
- sSimulatedPlayerToggleableList RC;
- RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
- RC.WasLastStatePowered = WasLastStatePowered;
- m_SimulatedPlayerToggleableBlocks->push_back(RC);
-}
-
-
-
-
-
-bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
-{
- for (RepeatersDelayList::iterator 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->push_back(RC);
- return true;
-}
-
-
-
-
-
-void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
-{
- if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
- {
- if ((a_Chunk == NULL) || !a_Chunk->IsValid())
- {
- return;
- }
- }
- // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
-
- for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
- {
- itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- continue;
- }
- ++itr;
- }
- for (LinkedBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->end();)
- {
- if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
- {
- itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- continue;
- }
- ++itr;
- }
-
- if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ))
- {
- // +- 2 to accomodate linked powered blocks
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false);
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false);
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false);
- SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false);
- }
-}
-
-
-
-
-
-cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
-{
- int Dir = REDSTONE_NONE;
-
- BLOCKTYPE NegX = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
- {
- if (IsPotentialSource(NegX))
- {
- Dir |= (REDSTONE_X_POS);
- }
- }
-
- BLOCKTYPE PosX = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
- {
- if (IsPotentialSource(PosX))
- {
- Dir |= (REDSTONE_X_NEG);
- }
- }
-
- BLOCKTYPE NegZ = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
- {
- if (IsPotentialSource(NegZ))
- {
- if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
- {
- Dir ^= REDSTONE_X_POS;
- Dir |= REDSTONE_X_NEG;
- }
- if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
- {
- Dir ^= REDSTONE_X_NEG;
- Dir |= REDSTONE_X_POS;
- }
- Dir |= REDSTONE_Z_POS;
- }
- }
-
- BLOCKTYPE PosZ = 0;
- if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
- {
- if (IsPotentialSource(PosZ))
- {
- if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
- {
- Dir ^= REDSTONE_X_POS;
- Dir |= REDSTONE_X_NEG;
- }
- if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
- {
- Dir ^= REDSTONE_X_NEG;
- Dir |= REDSTONE_X_POS;
- }
- Dir |= REDSTONE_Z_NEG;
- }
- }
- return (eRedstoneDirection)Dir;
-}
-
-
-
-
-
-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);
-}
-
-
-
-
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 79740a8f6..5bd1ad95d 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -3,314 +3,7 @@
#include "RedstoneSimulator.h"
-/// Per-chunk data for the simulator, specified individual chunks to simulate
-typedef cCoordWithBlockAndBoolVector cRedstoneSimulatorChunkData;
-
-
-
-
-
-class cIncrementalRedstoneSimulator :
- public cRedstoneSimulator
-{
- typedef cRedstoneSimulator super;
-public:
-
- cIncrementalRedstoneSimulator(cWorld & a_World);
- ~cIncrementalRedstoneSimulator();
-
- virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
- virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
- enum eRedstoneDirection
- {
- REDSTONE_NONE = 0,
- REDSTONE_X_POS = 0x1,
- REDSTONE_X_NEG = 0x2,
- REDSTONE_Z_POS = 0x4,
- REDSTONE_Z_NEG = 0x8,
- };
- eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
-
-private:
-
- #define MAX_POWER_LEVEL 15
-
- struct sPoweredBlocks // Define structure of the directly powered blocks list
- {
- Vector3i a_BlockPos; // Position of powered block
- Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
- unsigned char a_PowerLevel;
- };
-
- struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
- {
- Vector3i a_BlockPos;
- Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
- Vector3i a_SourcePos;
- unsigned char a_PowerLevel;
- };
-
- struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
- {
- Vector3i a_RelBlockPos;
- bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
- };
-
- struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
- {
- Vector3i a_RelBlockPos;
- unsigned char a_DelayTicks; // For how many ticks should the repeater delay
- unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
- bool ShouldPowerOn; // What happens when the delay time is fulfilled?
- };
-
-public:
-
- typedef std::vector <sPoweredBlocks> PoweredBlocksList;
- typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
- typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
- typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
-
-private:
-
- cRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
- PoweredBlocksList * m_PoweredBlocks;
- LinkedBlocksList * m_LinkedPoweredBlocks;
- SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
- RepeatersDelayList * m_RepeatersDelayList;
-
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
- void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk, cChunk * a_OtherChunk = NULL);
- cChunk * m_Chunk;
-
- // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
- // In addition to being non-performant, it would stop the player from actually breaking said device
-
- /* ====== SOURCES ====== */
- /** Handles the redstone torch */
- void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
- /** Handles the redstone block */
- void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles levers */
- void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles buttons */
- void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles daylight sensors */
- void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles pressure plates */
- void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
- /** Handles tripwire hooks
- Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
- If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
- */
- void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles trapped chests */
- void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /* ==================== */
-
- /* ====== CARRIERS ====== */
- /** Handles redstone wire */
- void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles repeaters */
- void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
- /* ====================== */
-
- /* ====== DEVICES ====== */
- /** Handles pistons */
- void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles dispensers and droppers */
- void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles TNT (exploding) */
- void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles redstone lamps */
- void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
- /** Handles doords */
- void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles command blocks */
- void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles activator, detector, and powered rails */
- void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
- /** Handles trapdoors */
- void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles fence gates */
- void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles noteblocks */
- void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Handles tripwires */
- void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /* ===================== */
-
- /* ====== Helper functions ====== */
- /** Marks a block as powered */
- void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Marks a block as being powered through another block */
- void 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_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
- /** Marks the second block in a direction as linked powered */
- void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Marks all blocks immediately surrounding a coordinate as powered */
- void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
- /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
- bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
- /** Removes a block from the Powered and LinkedPowered lists
- Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
- */
- void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk, bool a_IsFirstCall = true);
-
- /** Returns if a coordinate is powered or linked powered */
- bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
- /** Returns if a coordinate is in the directly powered blocks list */
- bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, cChunk * a_Chunk);
- /** Returns if a coordinate is in the indirectly powered blocks list */
- bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
- /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
- bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
- /** Returns if a repeater is powered by testing for power sources behind the repeater */
- bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
- /** Returns if a repeater is locked */
- bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
- /** Returns if a piston is powered */
- bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
- /** Handles delayed updates to repeaters **/
- void HandleRedstoneRepeaterDelays(void);
-
- /** Returns if lever metadata marks it as emitting power */
- bool IsLeverOn(NIBBLETYPE a_BlockMeta);
- /** Returns if button metadata marks it as emitting power */
- bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
- /* ============================== */
-
- /* ====== Misc Functions ====== */
- /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
- inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
-
- /** Returns if a block is a mechanism (something that accepts power and does something)
- Used by torches to determine if they power a block whilst not standing on the ground
- */
- inline static bool IsMechanism(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_PISTON:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_WIRE:
- {
- return true;
- }
- default: return false;
- }
- }
-
- /** Returns if a block has the potential to output power */
- inline static bool IsPotentialSource(BLOCKTYPE Block)
- {
- switch (Block)
- {
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_LEVER:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_TRAPPED_CHEST:
- {
- return true;
- }
- default: return false;
- }
- }
-
- /** Returns if a block is any sort of redstone device */
- inline static bool IsRedstone(BLOCKTYPE Block)
- {
- switch (Block)
- {
- // All redstone devices, please alpha sort
- case E_BLOCK_ACTIVATOR_RAIL:
- case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_BLOCK_OF_REDSTONE:
- case E_BLOCK_COMMAND_BLOCK:
- case E_BLOCK_DETECTOR_RAIL:
- case E_BLOCK_DISPENSER:
- case E_BLOCK_DAYLIGHT_SENSOR:
- case E_BLOCK_DROPPER:
- case E_BLOCK_FENCE_GATE:
- case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_HOPPER:
- case E_BLOCK_INACTIVE_COMPARATOR:
- case E_BLOCK_IRON_DOOR:
- case E_BLOCK_LEVER:
- case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
- case E_BLOCK_NOTE_BLOCK:
- case E_BLOCK_POWERED_RAIL:
- case E_BLOCK_REDSTONE_LAMP_OFF:
- case E_BLOCK_REDSTONE_LAMP_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
- case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_TORCH_OFF:
- case E_BLOCK_REDSTONE_TORCH_ON:
- case E_BLOCK_REDSTONE_WIRE:
- case E_BLOCK_STICKY_PISTON:
- case E_BLOCK_STONE_BUTTON:
- case E_BLOCK_STONE_PRESSURE_PLATE:
- case E_BLOCK_TNT:
- case E_BLOCK_TRAPDOOR:
- case E_BLOCK_TRAPPED_CHEST:
- case E_BLOCK_TRIPWIRE_HOOK:
- case E_BLOCK_TRIPWIRE:
- case E_BLOCK_WOODEN_BUTTON:
- case E_BLOCK_WOODEN_DOOR:
- case E_BLOCK_WOODEN_PRESSURE_PLATE:
- case E_BLOCK_PISTON:
- {
- return true;
- }
- default: return false;
- }
- }
-
- inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
- {
- return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
- ((a_BlockX % cChunkDef::Width) <= 1) ||
- ((a_BlockX % cChunkDef::Width) >= 14) ||
- ((a_BlockZ % cChunkDef::Width) <= 1) ||
- ((a_BlockZ % cChunkDef::Width) >= 14)
- );
- }
-};
-
-
-
+class cWorld;
+class cChunk;
+cRedstoneSimulator<cChunk, cWorld> * MakeIncrementalRedstoneSimulator(cWorld & a_World);
diff --git a/src/Simulator/IncrementalRedstoneSimulator.inc b/src/Simulator/IncrementalRedstoneSimulator.inc
new file mode 100644
index 000000000..6fda9824c
--- /dev/null
+++ b/src/Simulator/IncrementalRedstoneSimulator.inc
@@ -0,0 +1,2583 @@
+
+#include "IncrementalRedstoneSimulator.h"
+#include "BoundingBox.h"
+#include "BlockEntities/RedstonePoweredEntity.h"
+#include "Blocks/ChunkInterface.h"
+#include "RedstoneSimulator.h"
+
+
+typedef cItemCallback<cEntity> cEntityCallback;
+
+
+
+
+
+typedef cItemCallback<cRedstonePoweredEntity> cRedstonePoweredCallback;
+
+
+template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+class cIncrementalRedstoneSimulator :
+ public cRedstoneSimulator<ChunkType, WorldType>
+{
+ typedef cRedstoneSimulator<ChunkType, WorldType> super;
+public:
+
+ cIncrementalRedstoneSimulator(WorldType & a_World)
+ : cRedstoneSimulator<ChunkType, WorldType>(a_World)
+ {
+ }
+ ~cIncrementalRedstoneSimulator();
+
+ virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override { return IsRedstone(a_BlockType); }
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override;
+
+ enum eRedstoneDirection
+ {
+ REDSTONE_NONE = 0,
+ REDSTONE_X_POS = 0x1,
+ REDSTONE_X_NEG = 0x2,
+ REDSTONE_Z_POS = 0x4,
+ REDSTONE_Z_NEG = 0x8,
+ };
+ eRedstoneDirection GetWireDirection(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+private:
+
+ #define MAX_POWER_LEVEL 15
+
+ struct sPoweredBlocks // Define structure of the directly powered blocks list
+ {
+ Vector3i a_BlockPos; // Position of powered block
+ Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
+ unsigned char a_PowerLevel;
+ };
+
+ struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
+ {
+ Vector3i a_BlockPos;
+ Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
+ Vector3i a_SourcePos;
+ unsigned char a_PowerLevel;
+ };
+
+ struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
+ {
+ Vector3i a_RelBlockPos;
+ bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
+ };
+
+ struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
+ {
+ Vector3i a_RelBlockPos;
+ unsigned char a_DelayTicks; // For how many ticks should the repeater delay
+ unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
+ bool ShouldPowerOn; // What happens when the delay time is fulfilled?
+ };
+
+ class cIncrementalRedstoneSimulatorChunkData :
+ cRedstoneSimulatorChunkData
+ {
+ public:
+ /// Per-chunk data for the simulator, specified individual chunks to simulate
+ cCoordWithBlockAndBoolVector m_ChunkData;
+ cCoordWithBlockAndBoolVector m_QueuedChunkData;
+ std::vector<sPoweredBlocks> m_PoweredBlocks;
+ std::vector<sLinkedPoweredBlocks> m_LinkedBlocks;
+ std::vector<sSimulatedPlayerToggleableList> m_SimulatedPlayerToggleableBlocks;
+ std::vector<sRepeatersDelayList> m_RepeatersDelayList;
+ };
+
+public:
+
+ typedef std::vector <sPoweredBlocks> PoweredBlocksList;
+ typedef std::vector <sLinkedPoweredBlocks> LinkedBlocksList;
+ typedef std::vector <sSimulatedPlayerToggleableList> SimulatedPlayerToggleableList;
+ typedef std::vector <sRepeatersDelayList> RepeatersDelayList;
+
+private:
+
+ cIncrementalRedstoneSimulatorChunkData * m_RedstoneSimulatorChunkData;
+ PoweredBlocksList * m_PoweredBlocks;
+ LinkedBlocksList * m_LinkedPoweredBlocks;
+ SimulatedPlayerToggleableList * m_SimulatedPlayerToggleableBlocks;
+ RepeatersDelayList * m_RepeatersDelayList;
+
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) override { RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); }
+ void RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk = NULL);
+ ChunkType * m_Chunk;
+
+ // We want a_MyState for devices needing a full FastSetBlock (as opposed to meta) because with our simulation model, we cannot keep setting the block if it is already set correctly
+ // In addition to being non-performant, it would stop the player from actually breaking said device
+
+ /* ====== SOURCES ====== */
+ /** Handles the redstone torch */
+ void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /** Handles the redstone block */
+ void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles levers */
+ void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles buttons */
+ void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles daylight sensors */
+ void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles pressure plates */
+ void HandlePressurePlate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
+ /** Handles tripwire hooks
+ Performs correct meta and power setting for self by going in the direction it faces and looking for a continous line of tripwire bounded by another oppositely facing hook
+ If this line is complete, it verifies that at least on wire reports an entity is on top (via its meta), and performs its task
+ */
+ void HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles trapped chests */
+ void HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /* ==================== */
+
+ /* ====== CARRIERS ====== */
+ /** Handles redstone wire */
+ void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles repeaters */
+ void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /* ====================== */
+
+ /* ====== DEVICES ====== */
+ /** Handles pistons */
+ void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles dispensers and droppers */
+ void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles TNT (exploding) */
+ void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles redstone lamps */
+ void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState);
+ /** Handles doords */
+ void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles command blocks */
+ void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles activator, detector, and powered rails */
+ void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType);
+ /** Handles trapdoors */
+ void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles fence gates */
+ void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles noteblocks */
+ void HandleNoteBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Handles tripwires */
+ void HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /* ===================== */
+
+ /* ====== Helper functions ====== */
+ /** Marks a block as powered */
+ void SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks a block as being powered through another block */
+ void 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_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered);
+ /** Marks the second block in a direction as linked powered */
+ void SetDirectionLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, char a_Direction, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Marks all blocks immediately surrounding a coordinate as powered */
+ void SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel = MAX_POWER_LEVEL);
+ /** Queues a repeater to be powered or unpowered and returns if the m_RepeatersDelayList iterators were invalidated */
+ bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn);
+ /** Removes a block from the Powered and LinkedPowered lists
+ Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests
+ */
+ void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, ChunkType * a_Chunk, bool a_IsFirstCall = true);
+
+ /** Returns if a coordinate is powered or linked powered */
+ bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
+ /** Returns if a coordinate is in the directly powered blocks list */
+ bool AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk);
+ /** Returns if a coordinate is in the indirectly powered blocks list */
+ bool AreCoordsLinkedPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ);
+ /** Returns if a coordinate was marked as simulated (for blocks toggleable by players) */
+ bool AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered);
+ /** Returns if a repeater is powered by testing for power sources behind the repeater */
+ bool IsRepeaterPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a repeater is locked */
+ bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta);
+ /** Returns if a piston is powered */
+ bool IsPistonPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, 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_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel);
+ /** Handles delayed updates to repeaters **/
+ void HandleRedstoneRepeaterDelays(void);
+
+ /** Returns if lever metadata marks it as emitting power */
+ bool IsLeverOn(NIBBLETYPE a_BlockMeta);
+ /** Returns if button metadata marks it as emitting power */
+ bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
+ /* ============================== */
+
+ /* ====== Misc Functions ====== */
+ /** Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation */
+ inline static bool IsViableMiddleBlock(BLOCKTYPE Block) { return cBlockInfo::FullyOccupiesVoxel(Block); }
+
+ /** Returns if a block is a mechanism (something that accepts power and does something)
+ Used by torches to determine if they power a block whilst not standing on the ground
+ */
+ inline static bool IsMechanism(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_ACACIA_DOOR:
+ case E_BLOCK_ACACIA_FENCE_GATE:
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_BIRCH_DOOR:
+ case E_BLOCK_BIRCH_FENCE_GATE:
+ case E_BLOCK_COMMAND_BLOCK:
+ case E_BLOCK_DARK_OAK_DOOR:
+ case E_BLOCK_DARK_OAK_FENCE_GATE:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_IRON_TRAPDOOR:
+ case E_BLOCK_JUNGLE_DOOR:
+ case E_BLOCK_JUNGLE_FENCE_GATE:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_PISTON:
+ case E_BLOCK_POWERED_RAIL:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_SPRUCE_DOOR:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_WOODEN_DOOR:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /** Returns if a block has the potential to output power */
+ inline static bool IsPotentialSource(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_TRAPPED_CHEST:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ /** Returns if a block is any sort of redstone device */
+ inline static bool IsRedstone(BLOCKTYPE Block)
+ {
+ switch (Block)
+ {
+ // All redstone devices, please alpha sort
+ case E_BLOCK_ACACIA_DOOR:
+ case E_BLOCK_ACACIA_FENCE_GATE:
+ case E_BLOCK_ACTIVATOR_RAIL:
+ case E_BLOCK_ACTIVE_COMPARATOR:
+ case E_BLOCK_BIRCH_DOOR:
+ case E_BLOCK_BIRCH_FENCE_GATE:
+ case E_BLOCK_BLOCK_OF_REDSTONE:
+ case E_BLOCK_COMMAND_BLOCK:
+ case E_BLOCK_DARK_OAK_DOOR:
+ case E_BLOCK_DARK_OAK_FENCE_GATE:
+ case E_BLOCK_DAYLIGHT_SENSOR:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_DISPENSER:
+ case E_BLOCK_DROPPER:
+ case E_BLOCK_FENCE_GATE:
+ case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_HOPPER:
+ case E_BLOCK_INACTIVE_COMPARATOR:
+ case E_BLOCK_IRON_DOOR:
+ case E_BLOCK_IRON_TRAPDOOR:
+ case E_BLOCK_JUNGLE_DOOR:
+ case E_BLOCK_JUNGLE_FENCE_GATE:
+ case E_BLOCK_LEVER:
+ case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
+ case E_BLOCK_NOTE_BLOCK:
+ case E_BLOCK_POWERED_RAIL:
+ case E_BLOCK_REDSTONE_LAMP_OFF:
+ case E_BLOCK_REDSTONE_LAMP_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_SPRUCE_DOOR:
+ case E_BLOCK_SPRUCE_FENCE_GATE:
+ case E_BLOCK_STICKY_PISTON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_TNT:
+ case E_BLOCK_TRAPDOOR:
+ case E_BLOCK_TRAPPED_CHEST:
+ case E_BLOCK_TRIPWIRE_HOOK:
+ case E_BLOCK_TRIPWIRE:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_WOODEN_DOOR:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_PISTON:
+ {
+ return true;
+ }
+ default: return false;
+ }
+ }
+
+ inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ)
+ {
+ return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
+ ((a_BlockX % cChunkDef::Width) <= 1) ||
+ ((a_BlockX % cChunkDef::Width) >= 14) ||
+ ((a_BlockZ % cChunkDef::Width) <= 1) ||
+ ((a_BlockZ % cChunkDef::Width) >= 14)
+ );
+ }
+};
+
+
+
+
+
+template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::~cIncrementalRedstoneSimulator()
+{
+}
+
+
+
+
+template<class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::RedstoneAddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk, ChunkType * a_OtherChunk)
+{
+ if ((a_Chunk == NULL) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
+ {
+ return;
+ }
+
+ // We may be called with coordinates in a chunk that is not the first chunk parameter
+ // In that case, the actual chunk (which the coordinates are in), will be passed as the second parameter
+ // Use that Chunk pointer to get a relative position
+
+ int RelX = 0;
+ int RelZ = 0;
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+
+ if (a_OtherChunk != NULL)
+ {
+ RelX = a_BlockX - a_OtherChunk->GetPosX() * cChunkDef::Width;
+ RelZ = a_BlockZ - a_OtherChunk->GetPosZ() * cChunkDef::Width;
+ a_OtherChunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, Meta);
+
+ // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block
+ // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty
+ a_Chunk->SetIsRedstoneDirty(true);
+ }
+ else
+ {
+ RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
+ RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
+ a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, 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
+
+ PoweredBlocksList & PoweredBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks;
+ for (typename PoweredBlocksList::iterator itr = PoweredBlocks.begin(); itr != PoweredBlocks.end();)
+ {
+ if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ ++itr;
+ continue;
+ }
+
+ if (!IsPotentialSource(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list as it no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = PoweredBlocks.erase(itr);
+ continue;
+ }
+ else if (
+ // 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))
+ )
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = PoweredBlocks.erase(itr);
+ continue;
+ }
+ ++itr;
+ }
+
+ LinkedBlocksList & LinkedPoweredBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks;
+ // We loop through all values (insteading of breaking out at the first) to make sure everything is gone, as there can be multiple SourceBlock entries for one AddBlock coordinate
+ for (typename LinkedBlocksList::iterator itr = LinkedPoweredBlocks.begin(); itr != LinkedPoweredBlocks.end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (!IsPotentialSource(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer connected to a source", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = LinkedPoweredBlocks.erase(itr);
+ continue;
+ }
+ else if (
+ // Things that can send power through a block but which depends on meta
+ ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
+ ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
+ (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
+ )
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list due to present/past metadata mismatch", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = LinkedPoweredBlocks.erase(itr);
+ continue;
+ }
+ }
+ else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
+ {
+ if (!IsViableMiddleBlock(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from linked powered blocks list as it is no longer powered through a valid middle block", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z);
+ itr = LinkedPoweredBlocks.erase(itr);
+ continue;
+ }
+ }
+ ++itr;
+ }
+
+ SimulatedPlayerToggleableList & SimulatedPlayerToggleableBlocks = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_SimulatedPlayerToggleableBlocks;
+ for (typename SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks.begin(); itr != SimulatedPlayerToggleableBlocks.end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
+ {
+ continue;
+ }
+
+ if (!IsAllowedBlock(Block))
+ {
+ LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z);
+ SimulatedPlayerToggleableBlocks.erase(itr);
+ break;
+ }
+ }
+
+ RepeatersDelayList & RepeatersDelayList = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_RepeatersDelayList;
+ for (typename RepeatersDelayList::iterator itr = RepeatersDelayList.begin(); itr != RepeatersDelayList.end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(RelX, a_BlockY, RelZ)))
+ {
+ continue;
+ }
+
+ if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF))
+ {
+ RepeatersDelayList.erase(itr);
+ break;
+ }
+ }
+
+ if (a_OtherChunk != NULL)
+ {
+ // 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;
+ }
+
+ cCoordWithBlockAndBoolVector & RedstoneSimulatorChunkData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_ChunkData;
+ for (cCoordWithBlockAndBoolVector::iterator itr = RedstoneSimulatorChunkData.begin(); itr != RedstoneSimulatorChunkData.end(); ++itr)
+ {
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) // 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;
+ }
+
+ cCoordWithBlockAndBoolVector & QueuedData = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_QueuedChunkData;
+ for (cCoordWithBlockAndBoolVector::iterator itr = QueuedData.begin(); itr != QueuedData.end(); ++itr)
+ {
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
+ {
+ // 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.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, ChunkType * a_Chunk)
+{
+ m_RedstoneSimulatorChunkData = (cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData();
+ if (m_RedstoneSimulatorChunkData->m_ChunkData.empty() && ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 (cCoordWithBlockAndBoolVector::iterator 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;
+ }
+ default: break;
+ }
+ }
+ ++dataitr;
+ }
+}
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk)
+{
+ if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ))
+ {
+ // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+
+ // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
+ // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordinates are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);
+ RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 2), a_Chunk);
+
+ return;
+ }
+
+ // Not on boundary, just alert this chunk for speed
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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
+
+ ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !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
+
+ ChunkType * Neighbour = m_Chunk->GetRelNeighborChunk(X, Z);
+ if ((Neighbour == NULL) || !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));
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ static const struct // Define which directions the wire can receive power from
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 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 */
+ } ;
+
+ static const struct // Define which directions the wire will check for repeater prescence
+ {
+ int x, y, z;
+ } gSideCoords[] =
+ {
+ { 1, 0, 0 },
+ {-1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ };
+
+ // Check to see if directly beside a power source
+ unsigned char MyPower;
+ if (!IsWirePowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower))
+ {
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0);
+ this->m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
+ return;
+ }
+
+ m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+
+ if (MyPower < 1)
+ {
+ return;
+ }
+
+ MyPower--;
+
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power
+ {
+ if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
+ {
+ BLOCKTYPE Type = 0;
+ if (a_RelBlockY + 1 >= cChunkDef::Height)
+ {
+ continue;
+ }
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY + 1, a_RelBlockZ, Type))
+ {
+ continue;
+ }
+ if (cBlockInfo::IsSolid(Type)) // If there is something solid above us (wire cut off)...
+ {
+ continue; // We don't receive power from that wire
+ }
+ }
+ else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (cBlockInfo::IsSolid(Type))
+ {
+ continue;
+ }
+ }
+
+ 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 (Type == E_BLOCK_REDSTONE_WIRE)
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ }
+ }
+
+ for (size_t i = 0; i < ARRAYCOUNT(gSideCoords); i++) // Look for repeaters immediately surrounding self and try to power them
+ {
+ BLOCKTYPE Type = 0;
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, Type))
+ {
+ continue;
+ }
+ if (Type == E_BLOCK_REDSTONE_REPEATER_OFF)
+ {
+ SetBlockPowered(a_RelBlockX + gSideCoords[i].x, a_RelBlockY + gSideCoords[i].y, a_RelBlockZ + gSideCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, 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);
+
+ switch (GetWireDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ))
+ {
+ case REDSTONE_NONE:
+ {
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
+ break;
+ }
+ case REDSTONE_X_POS:
+ {
+ SetBlockPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XP, MyPower);
+ break;
+ }
+ case REDSTONE_X_NEG:
+ {
+ SetBlockPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_XM, MyPower);
+ break;
+ }
+ case REDSTONE_Z_POS:
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZP, MyPower);
+ break;
+ }
+ case REDSTONE_Z_NEG:
+ {
+ SetBlockPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MyPower);
+ SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_ZM, MyPower);
+ break;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+ }
+}
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleRedstoneRepeaterDelays()
+{
+ for (typename RepeatersDelayList::iterator 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++;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 typename 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);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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__);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 (!this->m_World.IsChunkLighted(ChunkX, ChunkZ))
+ {
+ this->m_World.QueueLightChunk(ChunkX, ChunkZ);
+ }
+ else
+ {
+ if (m_Chunk->GetTimeAlteredLight(this->m_World.GetBlockSkyLight(BlockX, a_RelBlockY + 1, BlockZ)) > 8)
+ {
+ SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ }
+ else
+ {
+ WakeUp(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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 != NULL)
+ {
+ 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+ break;
+ }
+ default:
+ {
+ LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(cItem(a_MyType)).c_str());
+ break;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTripwireHook(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;
+ 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, 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(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+}
+
+template <class ChestType>
+class cGetTrappedChestPlayers :
+ public cItemCallback<ChestType>
+{
+public:
+ cGetTrappedChestPlayers(void) :
+ m_NumberOfPlayers(0)
+ {
+ }
+
+ virtual ~cGetTrappedChestPlayers()
+ {
+ }
+
+ virtual bool Item(ChestType * 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;
+
+};
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ cGetTrappedChestPlayers<ChestType> 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(BlockX, a_RelBlockY, BlockZ, m_Chunk);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, ChunkType * a_Chunk)
+{
+ // Torches want to access neighbour's data when on a wall, hence the extra chunk parameter
+
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ for (typename PoweredBlocksList::const_iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end(); ++itr) // Check powered list
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsLinkedPowered(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;
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
+ {
+ if (itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+
+ for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ // Flip the coords to check the back of the repeater
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ }
+ }
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ switch (a_Meta & 0x3)
+ {
+ case 0x0:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ + 1))) { return true; }
+ break;
+ }
+ case 0x1:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX - 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ case 0x2:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ - 1))) { return true; }
+ break;
+ }
+ case 0x3:
+ {
+ if (itr->a_MiddlePos.Equals(Vector3i(BlockX + 1, a_RelBlockY, BlockZ))) { return true; }
+ break;
+ }
+ }
+ }
+ return false; // Couldn't find power source behind repeater
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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)) // Is right neighbor a powered repeater?
+ {
+ 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))
+ {
+ NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX -1, a_RelBlockY, a_RelBlockZ) & 0x3;
+ 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, 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
+}
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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);
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+
+ for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
+
+ if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
+ }
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr)
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face);
+
+ if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ return true;
+ }
+
+ AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true);
+ }
+ return false; // Source was in front of the piston's front face
+}
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel)
+{
+ a_PowerLevel = 0;
+ int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX;
+ int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ;
+
+ for (typename PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ continue;
+ }
+ a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block)
+ }
+
+ for (typename LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
+ {
+ if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)))
+ {
+ continue;
+ }
+
+ BLOCKTYPE Type = E_BLOCK_AIR;
+ int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width;
+ int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width;
+ if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE))
+ {
+ continue;
+ }
+ a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel);
+ }
+
+ return (a_PowerLevel != 0); // Answer the inital question: is the wire powered?
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::AreCoordsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool IsCurrentStatePowered)
+{
+ for (typename SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ 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
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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;
+ }
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetAllDirsAsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char a_PowerLevel)
+{
+ static const struct
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+ { 0, 1, 0 },
+ { 0, -1, 0 }
+ };
+
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through struct to power all directions
+ {
+ SetBlockPowered(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z, a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_PowerLevel);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetBlockPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, unsigned char a_PowerLevel)
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
+ int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
+
+ ChunkType * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ PoweredBlocksList & Powered = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_PoweredBlocks; // We need to insert the value into the chunk who owns the block position
+ for (typename PoweredBlocksList::iterator itr = Powered.begin(); itr != Powered.end(); ++itr)
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
+ )
+ {
+ // Check for duplicates, update power level, don't add a new listing
+ itr->a_PowerLevel = a_PowerLevel;
+ return;
+ }
+ }
+
+ // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
+ // TODO: on C++11 support, change this to a llama function pased to a std::remove_if
+ for (typename PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
+ )
+ {
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta);
+
+ if (Block == E_BLOCK_REDSTONE_WIRE)
+ {
+ if (Meta < a_PowerLevel)
+ {
+ m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it
+ break;
+ }
+ else
+ {
+ // Powered wires try to power their source - don't let them!
+ return;
+ }
+ }
+ }
+ }
+
+ sPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
+ RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
+ RC.a_PowerLevel = a_PowerLevel;
+ Powered.push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::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
+ )
+{
+ int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
+ int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
+ int MiddleX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelMiddleX;
+ int MiddleZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelMiddleZ;
+ int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
+ int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
+
+ if (!IsViableMiddleBlock(a_MiddleBlock))
+ {
+ return;
+ }
+
+ ChunkType * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
+ if ((Neighbour == NULL) || !Neighbour->IsValid())
+ {
+ return;
+ }
+
+ LinkedBlocksList & Linked = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)Neighbour->GetRedstoneSimulatorData())->m_LinkedBlocks;
+ for (typename LinkedBlocksList::iterator itr = Linked.begin(); itr != Linked.end(); ++itr) // Check linked powered list
+ {
+ if (
+ itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ itr->a_MiddlePos.Equals(Vector3i(MiddleX, a_RelMiddleY, MiddleZ)) &&
+ itr->a_SourcePos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ))
+ )
+ {
+ // Check for duplicates, update power level, don't add a new listing
+ itr->a_PowerLevel = a_PowerLevel;
+ return;
+ }
+ }
+
+ sLinkedPoweredBlocks RC;
+ RC.a_BlockPos = Vector3i(BlockX, a_RelBlockY, BlockZ);
+ RC.a_MiddlePos = Vector3i(MiddleX, a_RelMiddleY, MiddleZ);
+ RC.a_SourcePos = Vector3i(SourceX, a_RelSourceY, SourceZ);
+ RC.a_PowerLevel = a_PowerLevel;
+ Linked.push_back(RC);
+ Neighbour->SetIsRedstoneDirty(true);
+ m_Chunk->SetIsRedstoneDirty(true);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetPlayerToggleableBlockAsSimulated(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, bool WasLastStatePowered)
+{
+ for (typename SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr)
+ {
+ if (!itr->a_RelBlockPos.Equals(Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ)))
+ {
+ continue;
+ }
+
+ if (itr->WasLastStatePowered != WasLastStatePowered)
+ {
+ // If power states different, update listing
+ itr->WasLastStatePowered = WasLastStatePowered;
+ return;
+ }
+ else
+ {
+ // If states the same, just ignore
+ return;
+ }
+ }
+
+ // We have arrive here; no block must be in list - add one
+ sSimulatedPlayerToggleableList RC;
+ RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
+ RC.WasLastStatePowered = WasLastStatePowered;
+ m_SimulatedPlayerToggleableBlocks->push_back(RC);
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn)
+{
+ for (typename RepeatersDelayList::iterator 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->push_back(RC);
+ return true;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+void cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, ChunkType * a_Chunk, bool a_IsFirstCall)
+{
+ if (!a_IsFirstCall) // The neighbouring chunks passed when this parameter is false may be invalid
+ {
+ if ((a_Chunk == NULL) || !a_Chunk->IsValid())
+ {
+ return;
+ }
+ }
+ // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
+
+ for (typename PoweredBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
+ {
+ itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_PoweredBlocks.erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ ++itr;
+ }
+ for (typename LinkedBlocksList::iterator itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.begin(); itr != ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.end();)
+ {
+ if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
+ {
+ itr = ((cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::cIncrementalRedstoneSimulatorChunkData *)a_Chunk->GetRedstoneSimulatorData())->m_LinkedBlocks.erase(itr);
+ a_Chunk->SetIsRedstoneDirty(true);
+ continue;
+ }
+ ++itr;
+ }
+
+ if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ))
+ {
+ // +- 2 to accomodate linked powered blocks
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false);
+ SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false);
+ }
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+typename cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::eRedstoneDirection cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
+{
+ int Dir = REDSTONE_NONE;
+
+ BLOCKTYPE NegX = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ, NegX))
+ {
+ if (IsPotentialSource(NegX))
+ {
+ Dir |= (REDSTONE_X_POS);
+ }
+ }
+
+ BLOCKTYPE PosX = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ, PosX))
+ {
+ if (IsPotentialSource(PosX))
+ {
+ Dir |= (REDSTONE_X_NEG);
+ }
+ }
+
+ BLOCKTYPE NegZ = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, NegZ))
+ {
+ if (IsPotentialSource(NegZ))
+ {
+ if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_POS;
+ }
+ }
+
+ BLOCKTYPE PosZ = 0;
+ if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, PosZ))
+ {
+ if (IsPotentialSource(PosZ))
+ {
+ if ((Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG)) // corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if ((Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS)) // corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_NEG;
+ }
+ }
+ return (eRedstoneDirection)Dir;
+}
+
+
+
+
+template <class ChunkType, class WorldType, template <BLOCKTYPE block> class GetHandlerCompileTime, class ChestType>
+bool cIncrementalRedstoneSimulator<ChunkType, WorldType, GetHandlerCompileTime, ChestType>::IsLeverOn(NIBBLETYPE a_BlockMeta)
+{
+ // Extract the ON bit from metadata and return if true if it is set:
+ return ((a_BlockMeta & 0x8) == 0x8);
+}
+
+
+
+
diff --git a/src/Simulator/NoopRedstoneSimulator.h b/src/Simulator/NoopRedstoneSimulator.h
index f9ed47982..88e141e85 100644
--- a/src/Simulator/NoopRedstoneSimulator.h
+++ b/src/Simulator/NoopRedstoneSimulator.h
@@ -8,9 +8,9 @@
class cRedstoneNoopSimulator :
- public cRedstoneSimulator
+ public cRedstoneSimulator<cChunk, cWorld>
{
- typedef cRedstoneSimulator super;
+ typedef cRedstoneSimulator<cChunk, cWorld> super;
public:
cRedstoneNoopSimulator(cWorld & a_World) :
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp
deleted file mode 100644
index a83f21106..000000000
--- a/src/Simulator/RedstoneSimulator.cpp
+++ /dev/null
@@ -1,19 +0,0 @@
-
-#include "Globals.h"
-
-#include "RedstoneSimulator.h"
-#include "../World.h"
-
-
-
-
-
-cRedstoneSimulator::cRedstoneSimulator(cWorld & a_World) :
- super(a_World)
-{
-}
-
-
-
-
-
diff --git a/src/Simulator/RedstoneSimulator.h b/src/Simulator/RedstoneSimulator.h
index b3e20c9a5..f6d36f869 100644
--- a/src/Simulator/RedstoneSimulator.h
+++ b/src/Simulator/RedstoneSimulator.h
@@ -4,14 +4,25 @@
#include "Simulator.h"
+class cRedstoneSimulatorChunkData
+{
+public:
+ virtual ~cRedstoneSimulatorChunkData() = 0;
+} ;
+
+inline cRedstoneSimulatorChunkData::~cRedstoneSimulatorChunkData() {}
+template <class ChunkType, class WorldType>
class cRedstoneSimulator :
- public cSimulator
+ public cSimulator<ChunkType, WorldType>
{
- typedef cSimulator super;
+ typedef cSimulator<ChunkType, WorldType> super;
public:
- cRedstoneSimulator(cWorld & a_World);
+ cRedstoneSimulator(WorldType & a_World) :
+ super(a_World)
+ {
+ }
} ;
diff --git a/src/Simulator/SandSimulator.cpp b/src/Simulator/SandSimulator.cpp
index 1380f8841..e8887ce59 100644
--- a/src/Simulator/SandSimulator.cpp
+++ b/src/Simulator/SandSimulator.cpp
@@ -7,6 +7,7 @@
#include "../Defines.h"
#include "../Entities/FallingBlock.h"
#include "../Chunk.h"
+#include "inifile/iniFile.h"
diff --git a/src/Simulator/SandSimulator.h b/src/Simulator/SandSimulator.h
index 1262f2792..feb82b4d5 100644
--- a/src/Simulator/SandSimulator.h
+++ b/src/Simulator/SandSimulator.h
@@ -3,13 +3,15 @@
#include "Simulator.h"
+/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
+typedef cCoordWithIntList cSandSimulatorChunkData;
-
+#include "Chunk.h"
/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
class cSandSimulator :
- public cSimulator
+ public cSimulator<cChunk, cWorld>
{
public:
cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
@@ -55,8 +57,7 @@ protected:
-/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
-typedef cCoordWithIntList cSandSimulatorChunkData;
+
diff --git a/src/Simulator/Simulator.cpp b/src/Simulator/Simulator.cpp
index 0739f0187..d26702166 100644
--- a/src/Simulator/Simulator.cpp
+++ b/src/Simulator/Simulator.cpp
@@ -1,50 +1,13 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+#include "Globals.h"
-#include "Simulator.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../Chunk.h"
+#include "Simulator.inc"
-
-
-
-cSimulator::cSimulator(cWorld & a_World)
- : m_World(a_World)
-{
-}
-
-
-
-
-
-cSimulator::~cSimulator()
-{
-}
-
-
-
-
-
-void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
- AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
- AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
- AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
- AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
- if (a_BlockY > 0)
- {
- AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
- }
- if (a_BlockY < cChunkDef::Height - 1)
- {
- AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
- }
-}
-
-
-
+#pragma clang diagnostic ignored "-Wweak-template-vtables"
+template class cSimulator<cChunk, cWorld>;
diff --git a/src/Simulator/Simulator.h b/src/Simulator/Simulator.h
index 4d9a18867..7cc2f1344 100644
--- a/src/Simulator/Simulator.h
+++ b/src/Simulator/Simulator.h
@@ -2,23 +2,17 @@
#pragma once
#include "../Vector3.h"
-#include "inifile/iniFile.h"
-class cWorld;
-class cChunk;
-
-
-
-
+template <class ChunkType, class WorldType>
class cSimulator
{
public:
- cSimulator(cWorld & a_World);
+ cSimulator(WorldType & a_World);
virtual ~cSimulator();
/// Called in each tick, a_Dt is the time passed since the last tick, in msec
@@ -26,7 +20,7 @@ public:
/// Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available
virtual void SimulateChunk(float a_Dt, int a_ChunkX,
- int a_ChunkZ, cChunk * a_Chunk)
+ int a_ChunkZ, ChunkType * a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_ChunkX);
@@ -35,7 +29,7 @@ public:
}
/// Called when a block changes
- virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk);
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
@@ -43,9 +37,9 @@ protected:
friend class cChunk; // Calls AddBlock() in its WakeUpSimulators() function, to speed things up
/// Called to simulate a new block
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk) = 0;
- cWorld & m_World;
+ WorldType & m_World;
} ;
diff --git a/src/Simulator/Simulator.inc b/src/Simulator/Simulator.inc
new file mode 100644
index 000000000..511a6b4c2
--- /dev/null
+++ b/src/Simulator/Simulator.inc
@@ -0,0 +1,45 @@
+
+
+#include "Simulator.h"
+
+
+
+
+template <class ChunkType, class WorldType>
+cSimulator<ChunkType, WorldType>::cSimulator(WorldType & a_World)
+ : m_World(a_World)
+{
+}
+
+
+
+
+template <class ChunkType, class WorldType>
+cSimulator<ChunkType, WorldType>::~cSimulator()
+{
+}
+
+
+
+
+template <class ChunkType, class WorldType>
+void cSimulator<ChunkType, WorldType>::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, ChunkType * a_Chunk)
+{
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
+ AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockZ));
+ AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockZ));
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 1));
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ + 1));
+ if (a_BlockY > 0)
+ {
+ AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
+ }
+ if (a_BlockY < cChunkDef::Height - 1)
+ {
+ AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
+ }
+}
+
+
+
+
diff --git a/src/Simulator/SimulatorManager.cpp b/src/Simulator/SimulatorManager.cpp
index 918bac7a1..dafdcd239 100644
--- a/src/Simulator/SimulatorManager.cpp
+++ b/src/Simulator/SimulatorManager.cpp
@@ -70,7 +70,7 @@ void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk
-void cSimulatorManager::RegisterSimulator(cSimulator * a_Simulator, int a_Rate)
+void cSimulatorManager::RegisterSimulator(cSimulator<cChunk, cWorld> * a_Simulator, int a_Rate)
{
m_Simulators.push_back(std::make_pair(a_Simulator, a_Rate));
}
diff --git a/src/Simulator/SimulatorManager.h b/src/Simulator/SimulatorManager.h
index 31a709316..185141764 100644
--- a/src/Simulator/SimulatorManager.h
+++ b/src/Simulator/SimulatorManager.h
@@ -37,10 +37,10 @@ public:
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
- void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
+ void RegisterSimulator(cSimulator<cChunk, cWorld> * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
protected:
- typedef std::vector <std::pair<cSimulator *, int> > cSimulators;
+ typedef std::vector <std::pair<cSimulator<cChunk, cWorld> *, int> > cSimulators;
cWorld & m_World;
cSimulators m_Simulators;