diff options
Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.h')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.h | 130 |
1 files changed, 80 insertions, 50 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index a42cce79a..79740a8f6 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -38,33 +38,33 @@ private: #define MAX_POWER_LEVEL 15 - struct sPoweredBlocks // Define structure of the directly powered blocks list + 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 + 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) + 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_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) + 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_BlockPos; - bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate + 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 + struct sRepeatersDelayList // Define structure of list containing repeaters' delay states { - Vector3i a_BlockPos; - 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? + 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: @@ -91,81 +91,95 @@ private: /* ====== SOURCES ====== */ /** Handles the redstone torch */ - void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState); + void HandleRedstoneTorch(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); /** Handles the redstone block */ - void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleRedstoneBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles levers */ - void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleRedstoneLever(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles buttons */ - void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType); + void HandleRedstoneButton(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles daylight sensors */ - void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleDaylightSensor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles pressure plates */ - void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType); + 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_BlockX, int a_BlockY, int a_BlockZ); + void HandleRedstoneWire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles repeaters */ - void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState); + void HandleRedstoneRepeater(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); /* ====================== */ /* ====== DEVICES ====== */ /** Handles pistons */ - void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles dispensers and droppers */ - void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleDropSpenser(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles TNT (exploding) */ - void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleTNT(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles redstone lamps */ - void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState); + void HandleRedstoneLamp(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyState); /** Handles doords */ - void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleDoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles command blocks */ - void HandleCommandBlock(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleCommandBlock(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles activator, detector, and powered rails */ - void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType); + void HandleRail(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, BLOCKTYPE a_MyType); /** Handles trapdoors */ - void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleTrapdoor(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles fence gates */ - void HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ); + void HandleFenceGate(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ); /** Handles noteblocks */ - void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ); + 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_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL); + 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_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL); + 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_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered); + 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_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL); + 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_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = MAX_POWER_LEVEL); - /** Queues a repeater to be powered or unpowered */ - void QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn); + 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_BlockX, int a_BlockY, int a_BlockZ) { return AreCoordsDirectlyPowered(a_BlockX, a_BlockY, a_BlockZ) || AreCoordsLinkedPowered(a_BlockX, a_BlockY, a_BlockZ); } + 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_BlockX, int a_BlockY, int a_BlockZ); + 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_BlockX, int a_BlockY, int a_BlockZ); + 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_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered); - /** Returns if a repeater is powered */ - bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta); + 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_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta); + bool IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta); /** Returns if a piston is powered */ - bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta); + 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_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel); - + 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); @@ -177,7 +191,9 @@ private: /** 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) */ + /** 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) @@ -200,6 +216,7 @@ private: case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: case E_BLOCK_POWERED_RAIL: + case E_BLOCK_REDSTONE_WIRE: { return true; } @@ -226,6 +243,7 @@ private: 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; } @@ -268,17 +286,29 @@ private: 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; + 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) + ); + } }; |