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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp222
1 files changed, 162 insertions, 60 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 5dba69455..60dabaf84 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -31,7 +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())
{
@@ -42,17 +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)))
{
@@ -62,7 +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 (
@@ -75,7 +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)
@@ -93,22 +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
@@ -118,8 +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)))
@@ -127,13 +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)))
{
@@ -143,12 +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)))
{
@@ -157,13 +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
{
@@ -184,7 +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));
}
@@ -198,20 +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;
}
@@ -221,6 +254,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
{
case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(a_X, dataitr->y, a_Z); break;
case E_BLOCK_LEVER: HandleRedstoneLever(a_X, dataitr->y, a_Z); break;
+ case E_BLOCK_FENCE_GATE: HandleFenceGate(a_X, dataitr->y, a_Z); break;
case E_BLOCK_TNT: HandleTNT(a_X, dataitr->y, a_Z); break;
case E_BLOCK_TRAPDOOR: HandleTrapdoor(a_X, dataitr->y, a_Z); break;
case E_BLOCK_REDSTONE_WIRE: HandleRedstoneWire(a_X, dataitr->y, a_Z); break;
@@ -283,6 +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;
}
@@ -291,6 +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)
{
@@ -402,6 +466,35 @@ void cIncrementalRedstoneSimulator::HandleRedstoneLever(int a_BlockX, int a_Bloc
+void cIncrementalRedstoneSimulator::HandleFenceGate(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ 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))
+ {
+ 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
+ {
+ if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
+ {
+ m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaData & 0xFFFFFFFB);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
+ SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
+ }
+ }
+}
+
+
+
+
+
void cIncrementalRedstoneSimulator::HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType)
{
if (IsButtonOn(m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ)))
@@ -507,7 +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.
@@ -516,7 +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);
}
@@ -540,12 +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;
@@ -591,14 +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)))
{
@@ -652,7 +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;
}
}
@@ -737,7 +833,7 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_
{
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
{
- m_World.BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
+ m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
}
@@ -755,6 +851,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a
{
cChunkInterface ChunkInterface(m_World.GetChunkMap());
cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
}
}
@@ -764,6 +861,7 @@ void cIncrementalRedstoneSimulator::HandleDoor(int a_BlockX, int a_BlockY, int a
{
cChunkInterface ChunkInterface(m_World.GetChunkMap());
cBlockDoorHandler::ChangeDoor(ChunkInterface, a_BlockX, a_BlockY, a_BlockZ);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
}
}
@@ -836,6 +934,7 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i
if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, true))
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) | 0x4);
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, true);
}
}
@@ -844,6 +943,7 @@ void cIncrementalRedstoneSimulator::HandleTrapdoor(int a_BlockX, int a_BlockY, i
if (!AreCoordsSimulated(a_BlockX, a_BlockY, a_BlockZ, false))
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) & 0xB); // Take into account that the fourth bit is needed for trapdoors too
+ m_World.BroadcastSoundParticleEffect(1003, a_BlockX, a_BlockY, a_BlockZ, 0);
SetPlayerToggleableBlockAsSimulated(a_BlockX, a_BlockY, a_BlockZ, false);
}
}
@@ -960,7 +1060,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_Bloc
Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
float Distance = (EntityPos - BlockPos).Length();
- if (Distance < 0.5)
+ if (Distance <= 0.7)
{
m_Entity = a_Entity;
return true; // Break out, we only need to know for wooden plates that at least one entity is on top
@@ -1009,7 +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)))
{
@@ -1025,7 +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)))
{
@@ -1043,7 +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; }
@@ -1073,7 +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; }
@@ -1114,7 +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; }
@@ -1130,7 +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; }
@@ -1153,7 +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; }
@@ -1163,7 +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; }
@@ -1181,7 +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)))
{
@@ -1324,7 +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)) &&
@@ -1339,7 +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);
}
@@ -1364,7 +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)) &&
@@ -1381,7 +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);
}
@@ -1390,7 +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)))
{
@@ -1414,16 +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)))
{
@@ -1433,7 +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;
@@ -1441,18 +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;
}