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-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp54
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp388
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h36
3 files changed, 339 insertions, 139 deletions
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index e95af3a1c..4ffda2365 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -217,14 +217,20 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
{
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
+
+ a_NearChunk = a_NearChunk->GetRelNeighborChunkAdjustCoords(a_RelX, a_RelZ);
+ if ((a_NearChunk == NULL) || (!a_NearChunk->IsValid()))
{
// Chunk not available
return;
}
+
+ const int BlockX = a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX;
+ const int BlockZ = a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ;
+
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ a_NearChunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta);
if (IsAllowedBlock(BlockType))
{
@@ -246,15 +252,9 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
a_RelX, a_RelY, a_RelZ,
ItemTypeToString(NewBlock).c_str()
);
- a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
+ a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
- int BaseX = a_NearChunk->GetPosX() * cChunkDef::Width;
- int BaseZ = a_NearChunk->GetPosZ() * cChunkDef::Width;
-
- BaseX += a_RelX;
- BaseZ += a_RelZ;
-
- a_NearChunk->BroadcastSoundEffect("random.fizz", BaseX * 8, a_RelY * 8, BaseZ * 8, 0.5f, 1.5f);
+ a_NearChunk->BroadcastSoundEffect("random.fizz", BlockX * 8, a_RelY * 8, BlockZ * 8, 0.5f, 1.5f);
return;
}
}
@@ -267,15 +267,9 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s",
a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
);
- a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
-
- int BaseX = a_NearChunk->GetPosX() * cChunkDef::Width;
- int BaseZ = a_NearChunk->GetPosZ() * cChunkDef::Width;
-
- BaseX += a_RelX;
- BaseZ += a_RelZ;
+ a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
- a_NearChunk->BroadcastSoundEffect("random.fizz", BaseX * 8, a_RelY * 8, BaseZ * 8, 0.5f, 1.5f);
+ a_NearChunk->BroadcastSoundEffect("random.fizz", BlockX * 8, a_RelY * 8, BlockZ * 8, 0.5f, 1.5f);
return;
}
}
@@ -303,21 +297,17 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
m_World,
PluginInterface,
NULL,
- a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
+ BlockX,
a_RelY,
- a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
+ BlockZ
);
}
} // if (CanWashAway)
-
+
// Spread:
- FLOG(" Spreading to {%d, %d, %d} with meta %d",
- a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
- a_RelY,
- a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ,
- a_NewMeta
- );
- a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
+ FLOG(" Spreading to {%d, %d, %d} with meta %d", BlockX, a_RelY, BlockZ, a_NewMeta);
+ a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
+ m_World.GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, a_NearChunk);
HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}
@@ -409,13 +399,13 @@ bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY
if (a_Meta == 0)
{
// Source lava block
- a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0);
return true;
}
// Ignore last lava level
else if (a_Meta <= 4)
{
- a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0);
return true;
}
}
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 10446a879..3c037b6db 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -2,8 +2,10 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "IncrementalRedstoneSimulator.h"
+#include "BoundingBox.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../BlockEntities/NoteEntity.h"
+#include "../BlockEntities/ChestEntity.h"
#include "../BlockEntities/CommandBlockEntity.h"
#include "../Entities/TNTEntity.h"
#include "../Entities/Pickup.h"
@@ -12,10 +14,11 @@
#include "../Blocks/BlockButton.h"
#include "../Blocks/BlockLever.h"
#include "../Blocks/BlockPiston.h"
+#include "../Blocks/BlockTripwireHook.h"
+
-
cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) :
super(a_World),
@@ -59,14 +62,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
int RelZ = 0;
BLOCKTYPE Block;
NIBBLETYPE Meta;
- cChunk * OtherChunk = a_Chunk;
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);
- OtherChunk = a_OtherChunk;
+
+ // 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
{
@@ -91,43 +96,21 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
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_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) ||
(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
- (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) ||
- (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0))
+ ((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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
- else if (Block == E_BLOCK_DAYLIGHT_SENSOR)
- {
- if (!m_World.IsChunkLighted(OtherChunk->GetPosX(), OtherChunk->GetPosZ()))
- {
- m_World.QueueLightChunk(OtherChunk->GetPosX(), OtherChunk->GetPosZ());
- }
- else
- {
- if (OtherChunk->GetTimeAlteredLight(OtherChunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7)
- {
- itr = PoweredBlocks->erase(itr);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
- continue;
- }
- }
- }
++itr;
}
@@ -141,23 +124,17 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
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))) ||
- (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) ||
- (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0))
+ (((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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -167,8 +144,6 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
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);
- a_Chunk->SetIsRedstoneDirty(true);
- OtherChunk->SetIsRedstoneDirty(true);
continue;
}
}
@@ -289,6 +264,9 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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:
@@ -312,6 +290,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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:
@@ -374,18 +353,13 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
- if (
- ((a_BlockX % cChunkDef::Width) <= 1) ||
- ((a_BlockX % cChunkDef::Width) >= 14) ||
- ((a_BlockZ % cChunkDef::Width) <= 1) ||
- ((a_BlockZ % cChunkDef::Width) >= 14)
- ) // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks
+ 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 coordiantes are in and +- 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
+ // 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);
@@ -440,7 +414,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last)
{
if (
- ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc.
+ 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
)
{
@@ -460,7 +434,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R
{
BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ);
- if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though!
+ 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);
}
@@ -772,17 +746,20 @@ 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;
- NIBBLETYPE Meta = m_Chunk->GetMeta(RelBlockX, RelBlockY, RelBlockZ);
+ BLOCKTYPE Block;
+ NIBBLETYPE Meta;
+ m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta);
if (itr->ShouldPowerOn)
{
-
- m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); // For performance
+ 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
{
@@ -812,17 +789,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
}
}
}
- else
+ else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF)
{
- m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
+ m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
}
itr = m_RepeatersDelayList->erase(itr);
}
else
{
- // Apparently, incrementing ticks only works reliably here, and not in SimChunk;
- // With a world with lots of redstone, the repeaters simply do not delay
- // I am confounded to say why. Perhaps optimisation failure.
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++;
@@ -1120,7 +1094,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
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), 0.7f, false);
+ cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
if (a_Player != NULL)
{
@@ -1131,7 +1105,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
else
{
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0);
- m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
}
@@ -1155,7 +1129,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
double Distance = (EntityPos - BlockPos).Length();
- if (Distance <= 0.7)
+ if (Distance <= 0.5)
{
m_NumberOfEntities++;
}
@@ -1177,7 +1151,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
};
cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntity(PressurePlateCallback);
+ m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
unsigned char Power;
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
@@ -1198,7 +1172,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
@@ -1223,7 +1197,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
double Distance = (EntityPos - BlockPos).Length();
- if (Distance <= 0.7)
+ if (Distance <= 0.5)
{
m_NumberOfEntities++;
}
@@ -1232,7 +1206,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
bool GetPowerLevel(unsigned char & a_PowerLevel) const
{
- a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / (float)10), MAX_POWER_LEVEL);
+ a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL);
return (a_PowerLevel > 0);
}
@@ -1245,7 +1219,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
};
cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntity(PressurePlateCallback);
+ m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
unsigned char Power;
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
@@ -1266,7 +1240,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
@@ -1291,7 +1265,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
double Distance = (EntityPos - BlockPos).Length();
- if (Distance <= 0.7)
+ 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
@@ -1313,7 +1287,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
} ;
cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ);
- m_World.ForEachEntity(PressurePlateCallback);
+ m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback);
NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
if (PressurePlateCallback.FoundEntity())
@@ -1333,7 +1307,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F);
}
m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED);
- m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ);
+ SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk);
}
break;
}
@@ -1349,6 +1323,175 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
+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)
{
int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
@@ -1558,8 +1701,8 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl
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;
+ 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
{
@@ -1567,7 +1710,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
- a_PowerLevel = itr->a_PowerLevel;
+ 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
@@ -1576,7 +1719,15 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc
{
continue;
}
- a_PowerLevel = itr->a_PowerLevel;
+
+ 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?
@@ -1748,20 +1899,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
- BLOCKTYPE Block = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block))
- {
- return;
- }
- if (Block == E_BLOCK_AIR)
- {
- // Don't set air, fixes some bugs (wires powering themselves)
- return;
- }
-
- cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ);
- PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList();
- for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
+ cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values
+ 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)) &&
@@ -1774,16 +1914,33 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
}
}
- PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(SourceX, SourceZ)->GetRedstoneSimulatorPoweredBlocksList();
- for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list
+ // 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))
+ itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) &&
+ (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)
)
{
- // Powered wires try to power their source - don't let them!
- return;
+ 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;
+ }
+ }
}
}
@@ -1814,20 +1971,6 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX;
int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ;
- BLOCKTYPE DestBlock = 0;
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, DestBlock))
- {
- return;
- }
- if (DestBlock == E_BLOCK_AIR)
- {
- // Don't set air, fixes some bugs (wires powering themselves)
- return;
- }
- if ((DestBlock == E_BLOCK_REDSTONE_WIRE) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE))
- {
- return;
- }
if (!IsViableMiddleBlock(a_MiddleBlock))
{
return;
@@ -1933,6 +2076,45 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
+void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
+{
+ // 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;
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 9c1f9460c..ce987a60f 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -102,6 +102,13 @@ private:
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 ====== */
@@ -109,8 +116,6 @@ private:
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);
- /** Handles delayed updates to Repeaters **/
- void HandleRedstoneRepeaterDelays();
/* ====================== */
/* ====== DEVICES ====== */
@@ -134,6 +139,8 @@ private:
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 ====== */
@@ -149,6 +156,10 @@ private:
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) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); }
@@ -167,7 +178,8 @@ private:
/** 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);
@@ -179,7 +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)
@@ -202,6 +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;
}
@@ -228,6 +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;
}
@@ -270,7 +286,9 @@ 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:
@@ -281,6 +299,16 @@ private:
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)
+ );
+ }
};