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author | Aiden Neill <aidenneill@gmail.com> | 2020-12-19 02:42:34 +0100 |
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committer | GitHub <noreply@github.com> | 2020-12-19 02:42:34 +0100 |
commit | a7e9f88ff3dba3b99b58d2bf9ed2350e6154d876 (patch) | |
tree | 926f6dbc58ba7decf902d4f86bc72690e30337a3 /src/Simulator | |
parent | Added dimension check to nether portal (#5068) (diff) | |
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Diffstat (limited to 'src/Simulator')
5 files changed, 127 insertions, 53 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt b/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt index 2a9b2894b..ef875275b 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt +++ b/src/Simulator/IncrementalRedstoneSimulator/CMakeLists.txt @@ -6,6 +6,7 @@ target_sources( RedstoneHandler.cpp CommandBlockHandler.h + DaylightSensorHandler.h DoorHandler.h DropSpenserHandler.h ForEachSourceCallback.h diff --git a/src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h b/src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h new file mode 100644 index 000000000..160486d29 --- /dev/null +++ b/src/Simulator/IncrementalRedstoneSimulator/DaylightSensorHandler.h @@ -0,0 +1,66 @@ + +#pragma once + +#include "World.h" + + + + + +namespace DaylightSensorHandler +{ + inline PowerLevel GetPowerLevel(const cChunk & a_Chunk, const Vector3i a_Position) + { + if (a_Chunk.GetBlock(a_Position) == E_BLOCK_INVERTED_DAYLIGHT_SENSOR) + { + // Inverted sensor directly returns darkened skylight, no fancy tricks: + return 15 - a_Chunk.GetSkyLightAltered(a_Position); + } + + // The [0, 1) proportion of the current day that has elapsed. + const auto ProportionOfDay = a_Chunk.GetWorld()->GetTimeOfDay() * (static_cast<float>(M_PI) / 12000.f); + + // The curved value of darkened skylight, with outputs somewhat similar to Vanilla. + const auto RawOutput = a_Chunk.GetSkyLightAltered(a_Position) * (0.6f * std::sin(ProportionOfDay) + 0.5f); + + // Saturate the amplified sine curve at 0 and 15: + return static_cast<PowerLevel>(std::clamp(RawOutput, 0.f, 15.f)); + } + + inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) + { + UNUSED(a_Chunk); + UNUSED(a_BlockType); + UNUSED(a_QueryPosition); + + // Daylight sensors only output to immediately surrounding blocks: + return IsLinked ? 0 : a_Chunk.GetMeta(a_Position); + } + + inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power) + { + // LOGD("Evaluating Darryl the daylight sensor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); + + // We don't need to update the daylight sensor often: + DataForChunk(a_Chunk).m_MechanismDelays[a_Position] = std::make_pair(10, bool()); + + // What the sensor should output according to the time-power function. + const auto PowerLevel = GetPowerLevel(a_Chunk, a_Position); + + // Only update the output if the power level has changed: + if (PowerLevel != a_Meta) + { + a_Chunk.SetMeta(a_Position, PowerLevel); + UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, a_Position, RelativeAdjacents); + } + } + + inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback) + { + UNUSED(a_Chunk); + UNUSED(a_Position); + UNUSED(a_BlockType); + UNUSED(a_Meta); + UNUSED(Callback); + } +}; diff --git a/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp b/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp index d5433f25a..bb86fbcc6 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator/ForEachSourceCallback.cpp @@ -91,9 +91,11 @@ bool ForEachSourceCallback::ShouldQueryLinkedPosition(const BLOCKTYPE Block) { switch (Block) { - // Normally we don't ask solid blocks for power because they don't have any (store, dirt, etc.) + // Normally we don't ask solid blocks for power because they don't have any (stone, dirt, etc.) // However, these are mechanisms that are IsSolid, but still give power. Don't ignore them: case E_BLOCK_BLOCK_OF_REDSTONE: + case E_BLOCK_DAYLIGHT_SENSOR: + case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: case E_BLOCK_OBSERVER: case E_BLOCK_TRAPPED_CHEST: return false; diff --git a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h index cf08a672f..e8cd4bf5d 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator/IncrementalRedstoneSimulator.h @@ -25,6 +25,7 @@ private: switch (a_Block) // Call the appropriate simulator for the entry's block type { case E_BLOCK_DAYLIGHT_SENSOR: + case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: case E_BLOCK_TRIPWIRE_HOOK: case E_BLOCK_WOODEN_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE: @@ -58,6 +59,7 @@ private: case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE: case E_BLOCK_HOPPER: case E_BLOCK_INACTIVE_COMPARATOR: + case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: case E_BLOCK_IRON_DOOR: case E_BLOCK_IRON_TRAPDOOR: case E_BLOCK_JUNGLE_DOOR: diff --git a/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp b/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp index ff109c824..63da4c0dc 100644 --- a/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator/RedstoneHandler.cpp @@ -6,6 +6,7 @@ #include "ForEachSourceCallback.h" #include "CommandBlockHandler.h" +#include "DaylightSensorHandler.h" #include "DoorHandler.h" #include "RedstoneTorchHandler.h" #include "RedstoneWireHandler.h" @@ -30,58 +31,60 @@ -#define INVOKE_FOR_HANDLERS(Callback) \ - do \ - { \ - switch (BlockType) \ - { \ - case E_BLOCK_ACTIVATOR_RAIL: \ - case E_BLOCK_DETECTOR_RAIL: \ - case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \ - case E_BLOCK_ACTIVE_COMPARATOR: \ - case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \ - case E_BLOCK_DISPENSER: \ - case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \ - 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: return PressurePlateHandler::Callback; \ - 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_IRON_TRAPDOOR: \ - case E_BLOCK_JUNGLE_FENCE_GATE: \ - case E_BLOCK_SPRUCE_FENCE_GATE: \ - case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \ - case E_BLOCK_REDSTONE_LAMP_OFF: \ - case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \ - case E_BLOCK_REDSTONE_REPEATER_OFF: \ - case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \ - case E_BLOCK_REDSTONE_TORCH_OFF: \ - case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \ - case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \ - case E_BLOCK_PISTON: \ - case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \ - case E_BLOCK_LEVER: \ - case E_BLOCK_STONE_BUTTON: \ - case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \ - case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \ - case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \ - case E_BLOCK_HOPPER: return HopperHandler::Callback; \ - case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \ - case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \ - case E_BLOCK_TNT: return TNTHandler::Callback; \ - case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \ - case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \ - default: \ - { \ - if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \ - { \ - return DoorHandler::Callback; \ - } \ - } \ - } \ +#define INVOKE_FOR_HANDLERS(Callback) \ + do \ + { \ + switch (BlockType) \ + { \ + case E_BLOCK_ACTIVATOR_RAIL: \ + case E_BLOCK_DETECTOR_RAIL: \ + case E_BLOCK_POWERED_RAIL: return PoweredRailHandler::Callback; \ + case E_BLOCK_ACTIVE_COMPARATOR: \ + case E_BLOCK_INACTIVE_COMPARATOR: return RedstoneComparatorHandler::Callback; \ + case E_BLOCK_DISPENSER: \ + case E_BLOCK_DROPPER: return DropSpenserHandler::Callback; \ + 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: return PressurePlateHandler::Callback; \ + 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_IRON_TRAPDOOR: \ + case E_BLOCK_JUNGLE_FENCE_GATE: \ + case E_BLOCK_SPRUCE_FENCE_GATE: \ + case E_BLOCK_TRAPDOOR: return SmallGateHandler::Callback; \ + case E_BLOCK_REDSTONE_LAMP_OFF: \ + case E_BLOCK_REDSTONE_LAMP_ON: return RedstoneLampHandler::Callback; \ + case E_BLOCK_REDSTONE_REPEATER_OFF: \ + case E_BLOCK_REDSTONE_REPEATER_ON: return RedstoneRepeaterHandler::Callback; \ + case E_BLOCK_REDSTONE_TORCH_OFF: \ + case E_BLOCK_REDSTONE_TORCH_ON: return RedstoneTorchHandler::Callback; \ + case E_BLOCK_OBSERVER: return ObserverHandler::Callback; \ + case E_BLOCK_PISTON: \ + case E_BLOCK_STICKY_PISTON: return PistonHandler::Callback; \ + case E_BLOCK_DAYLIGHT_SENSOR: \ + case E_BLOCK_INVERTED_DAYLIGHT_SENSOR: return DaylightSensorHandler::Callback; \ + case E_BLOCK_LEVER: \ + case E_BLOCK_STONE_BUTTON: \ + case E_BLOCK_WOODEN_BUTTON: return RedstoneToggleHandler::Callback; \ + case E_BLOCK_BLOCK_OF_REDSTONE: return RedstoneBlockHandler::Callback; \ + case E_BLOCK_COMMAND_BLOCK: return CommandBlockHandler::Callback; \ + case E_BLOCK_HOPPER: return HopperHandler::Callback; \ + case E_BLOCK_NOTE_BLOCK: return NoteBlockHandler::Callback; \ + case E_BLOCK_REDSTONE_WIRE: return RedstoneWireHandler::Callback; \ + case E_BLOCK_TNT: return TNTHandler::Callback; \ + case E_BLOCK_TRAPPED_CHEST: return TrappedChestHandler::Callback; \ + case E_BLOCK_TRIPWIRE_HOOK: return TripwireHookHandler::Callback; \ + default: \ + { \ + if (cBlockDoorHandler::IsDoorBlockType(BlockType)) \ + { \ + return DoorHandler::Callback; \ + } \ + } \ + } \ } while (false) |