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author | Mattes D <github@xoft.cz> | 2014-02-16 21:44:15 +0100 |
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committer | Mattes D <github@xoft.cz> | 2014-02-16 21:44:15 +0100 |
commit | b90c9936b80982d5c0112a2bad147eb3b0b03c02 (patch) | |
tree | 3f25582f5ea6423a35bef5f7d2aa368abe13cc78 /src/Simulator/IncrementalRedstoneSimulator.cpp | |
parent | Merge pull request #691 from MuhammadWang/master (diff) | |
parent | Fixed a glaring bug with chunk cross-simulating (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 205 |
1 files changed, 128 insertions, 77 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 985fdee27..60dabaf84 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -8,7 +8,6 @@ #include "../Entities/TNTEntity.h" #include "../Blocks/BlockTorch.h" #include "../Blocks/BlockDoor.h" -#include "../Blocks/BlockFenceGate.h" #include "../Piston.h" @@ -32,7 +31,7 @@ cIncrementalRedstoneSimulator::~cIncrementalRedstoneSimulator() -void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +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()) { @@ -43,17 +42,33 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B return; } - int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; - int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; - + // 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; - a_Chunk->GetBlockTypeMeta(RelX, a_BlockY, RelZ, Block, 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); + } + 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 - for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + PoweredBlocksList * PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); + for (PoweredBlocksList::iterator itr = PoweredBlocks->begin(); itr != PoweredBlocks->end(); ++itr) { if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -63,7 +78,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B 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); - m_PoweredBlocks.erase(itr); + PoweredBlocks->erase(itr); break; } else if ( @@ -76,7 +91,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B ) { 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); - m_PoweredBlocks.erase(itr); + PoweredBlocks->erase(itr); break; } else if (Block == E_BLOCK_DAYLIGHT_SENSOR) @@ -94,22 +109,24 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness(); { LOGD("cIncrementalRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level"); - m_PoweredBlocks.erase(itr); + PoweredBlocks->erase(itr); break; } } } } - for (LinkedBlocksList::iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++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); - m_LinkedPoweredBlocks.erase(itr); - break; + itr = LinkedPoweredBlocks->erase(itr); + continue; } else if ( // Things that can send power through a block but which depends on meta @@ -119,8 +136,8 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B ) { 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); - m_LinkedPoweredBlocks.erase(itr); - break; + itr = LinkedPoweredBlocks->erase(itr); + continue; } } else if (itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) @@ -128,13 +145,15 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B 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); - m_LinkedPoweredBlocks.erase(itr); - break; + itr = LinkedPoweredBlocks->erase(itr); + continue; } } + ++itr; } - for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + SimulatedPlayerToggleableList * SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); + for (SimulatedPlayerToggleableList::iterator itr = SimulatedPlayerToggleableBlocks->begin(); itr != SimulatedPlayerToggleableBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -144,12 +163,13 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if (!IsAllowedBlock(Block)) { LOGD("cIncrementalRedstoneSimulator: Erased block @ {%i, %i, %i} from toggleable simulated list as it is no longer redstone", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z); - m_SimulatedPlayerToggleableBlocks.erase(itr); + SimulatedPlayerToggleableBlocks->erase(itr); break; } } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + RepeatersDelayList * RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); + for (RepeatersDelayList::iterator itr = RepeatersDelayList->begin(); itr != RepeatersDelayList->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -158,13 +178,19 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B if ((Block != E_BLOCK_REDSTONE_REPEATER_ON) && (Block != E_BLOCK_REDSTONE_REPEATER_OFF)) { - m_RepeatersDelayList.erase(itr); + RepeatersDelayList->erase(itr); break; } } - cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData(); - for (cRedstoneSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr) + 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 { @@ -185,7 +211,7 @@ void cIncrementalRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_B return; } - ChunkData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); + RedstoneSimulatorChunkData->push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false)); } @@ -199,20 +225,26 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int // The easiest way to make this more efficient is probably just to reduce code within the handlers that put too much strain on server, like getting or setting blocks // A marking dirty system might be a TODO for later on, perhaps - cRedstoneSimulatorChunkData & ChunkData = a_Chunk->GetRedstoneSimulatorData(); - if (ChunkData.empty()) + m_RedstoneSimulatorChunkData = a_Chunk->GetRedstoneSimulatorData(); + if (m_RedstoneSimulatorChunkData->empty()) { return; } + m_PoweredBlocks = a_Chunk->GetRedstoneSimulatorPoweredBlocksList(); + m_RepeatersDelayList = a_Chunk->GetRedstoneSimulatorRepeatersDelayList(); + m_SimulatedPlayerToggleableBlocks = a_Chunk->GetRedstoneSimulatorSimulatedPlayerToggleableList(); + m_LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); + m_Chunk = a_Chunk; + int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; - for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end();) + for (cRedstoneSimulatorChunkData::iterator dataitr = m_RedstoneSimulatorChunkData->begin(); dataitr != m_RedstoneSimulatorChunkData->end();) { if (dataitr->DataTwo) { - dataitr = ChunkData.erase(dataitr); + dataitr = m_RedstoneSimulatorChunkData->erase(dataitr); continue; } @@ -285,6 +317,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int HandlePressurePlate(a_X, dataitr->y, a_Z, dataitr->Data); break; } + default: LOGD("Unhandled block (!) or unimplemented redstone block: %s", ItemToString(dataitr->Data).c_str()); break; } ++dataitr; } @@ -293,6 +326,35 @@ 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 + { + // 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(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_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) { @@ -318,22 +380,6 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_BlockX, int a_Bloc { // There was a match, torch goes off m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_TORCH_OFF, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)); - - float Pitch = (((1.0F-0.0F)*((float)rand()/RAND_MAX)) - ((1.0F-0.0F)*((float)rand()/RAND_MAX))) * 0.8F; - m_World.BroadcastSoundEffect("random.fizz", - ((int) (a_BlockX + 0.5F) * 8.0), - ((int) (a_BlockY + 0.5F) * 8.0), - ((int) (a_BlockZ + 0.5F) * 8.0), - 0.5F, - 2.6F + Pitch); - - for (int l = 0; l < 5; ++l) { - float d0 = a_BlockX + (double(rand())/RAND_MAX) * 0.6F + 0.2F; - float d1 = a_BlockY + (double(rand())/RAND_MAX) * 0.6F + 0.2F; - float d2 = a_BlockZ + (double(rand())/RAND_MAX) * 0.6F + 0.2F; - m_World.BroadcastParticleEffect("smoke", d0, d1, d2, 0.0F, 0.0F, 0.0F, 0.01F, 1); - } - return; } @@ -424,7 +470,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, { cChunkInterface ChunkInterface(m_World.GetChunkMap()); NIBBLETYPE MetaData = ChunkInterface.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - + if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true)) @@ -432,7 +478,7 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData | 0x4); m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0); SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true); - } + } } else { @@ -554,7 +600,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block } } - if (TimesMetaSmaller == TimesFoundAWire) + if ((TimesMetaSmaller == TimesFoundAWire) && (MyMeta != 0)) { // All surrounding metas were smaller - self must have been a wire that was // transferring power to other wires around. @@ -563,7 +609,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE, 0); // SetMeta & WakeUpSims doesn't seem to work here, so SetBlock return; // No need to process block power sets because self not powered } - else + else if (MyMeta != MetaToSet) { m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet); } @@ -587,12 +633,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block { case REDSTONE_NONE: { - SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX + 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX - 1, a_BlockY, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ + 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); + SetBlockPowered(a_BlockX, a_BlockY, a_BlockZ - 1, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XM, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_XP, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YM, E_BLOCK_REDSTONE_WIRE); - SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_YP, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZM, E_BLOCK_REDSTONE_WIRE); SetDirectionLinkedPowered(a_BlockX, a_BlockY, a_BlockZ, BLOCK_FACE_ZP, E_BLOCK_REDSTONE_WIRE); break; @@ -638,14 +687,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, true); + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true); } else if (!IsSelfPowered && IsOn) // Queue a power change if I am not receiving power but on { - QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false); + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false); } - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -699,7 +748,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B { m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta); } - m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating + m_RepeatersDelayList->erase(itr); // We can remove off repeaters which don't need further updating return; } } @@ -1060,7 +1109,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1076,7 +1125,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_BlockX, int a bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1094,7 +1143,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY { // Repeaters cannot be powered by any face except their back; verify that this is true for a source - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1124,7 +1173,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY } } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1165,7 +1214,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ; eBlockFace Face = cPiston::MetaDataToDirection(a_Meta); - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1181,7 +1230,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, a_BlockZ = OldZ; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1204,7 +1253,7 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ) { - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) + for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1214,7 +1263,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in } } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) + for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } @@ -1232,7 +1281,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in bool cIncrementalRedstoneSimulator::AreCoordsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool IsCurrentStatePowered) { - for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + for (SimulatedPlayerToggleableList::const_iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1375,7 +1424,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, return; } - for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr) // Check powered list + PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); + + for (PoweredBlocksList::const_iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list { if ( itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && @@ -1390,7 +1441,7 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, sPoweredBlocks RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); - m_PoweredBlocks.push_back(RC); + Powered->push_back(RC); } @@ -1415,7 +1466,9 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( return; } - for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks.begin(); itr != m_LinkedPoweredBlocks.end(); ++itr) // Check linked powered list + LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); + + for (LinkedBlocksList::const_iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list { if ( itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && @@ -1432,7 +1485,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.a_MiddlePos = Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ); RC.a_SourcePos = Vector3i(a_SourceX, a_SourceY, a_SourceZ); - m_LinkedPoweredBlocks.push_back(RC); + Linked->push_back(RC); } @@ -1441,7 +1494,7 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered) { - for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks.begin(); itr != m_SimulatedPlayerToggleableBlocks.end(); ++itr) + for (SimulatedPlayerToggleableList::iterator itr = m_SimulatedPlayerToggleableBlocks->begin(); itr != m_SimulatedPlayerToggleableBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1465,16 +1518,16 @@ void cIncrementalRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_Bl sSimulatedPlayerToggleableList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); RC.WasLastStatePowered = WasLastStatePowered; - m_SimulatedPlayerToggleableBlocks.push_back(RC); + m_SimulatedPlayerToggleableBlocks->push_back(RC); } -void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn) +void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn) { - for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr) + for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) { if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { @@ -1484,7 +1537,7 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a } // 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) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description + itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description itr->a_ElapsedTicks = 0; itr->ShouldPowerOn = ShouldPowerOn; return; @@ -1492,18 +1545,16 @@ void cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a } // Self not in list, add self to list - sRepeatersDelayList RC; + sRepeatersDelayList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) // * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed - // We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P - RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; - + RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; RC.a_ElapsedTicks = 0; RC.ShouldPowerOn = ShouldPowerOn; - m_RepeatersDelayList.push_back(RC); + m_RepeatersDelayList->push_back(RC); return; } |