diff options
Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 136 |
1 files changed, 97 insertions, 39 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 92659fab7..f3482dcc5 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -1,4 +1,3 @@ - #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "IncrementalRedstoneSimulator.h" @@ -13,7 +12,26 @@ - + // Orientation mini guide: + /* + + | + | Z Axis + V + + X Axis ----> + + Block Direction, and value of _World.GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ): + + East (Right) (X+): 0x1 + West (Left) (X-): 0x3 + North (Up) (Z-): 0x2 + South (Down) (Z+): 0x0 + + //TODO: Define those in preprocessor and replace them everywhere in the entire project. + Sun rises from East (X+) + */ + cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) : super(a_World) @@ -96,26 +114,6 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, PoweredBlocks->erase(itr); break; } - else if (Block == E_BLOCK_DAYLIGHT_SENSOR) - { - if (!a_Chunk->IsLightValid()) - { - m_World.QueueLightChunk(a_Chunk->GetPosX(), a_Chunk->GetPosZ()); - break; - } - else - { - NIBBLETYPE SkyLight; - a_Chunk->UnboundedRelGetBlockSkyLight(RelX, itr->a_SourcePos.y + 1, RelZ, SkyLight); - - 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"); - PoweredBlocks->erase(itr); - break; - } - } - } } LinkedBlocksList * LinkedPoweredBlocks = a_Chunk->GetRedstoneSimulatorLinkedBlocksList(); @@ -558,8 +556,8 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block } else { - NIBBLETYPE MetaToSet = 0; NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + NIBBLETYPE MetaToSet = MyMeta; int TimesMetaSmaller = 0, TimesFoundAWire = 0; for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) // Loop through all directions to transfer or receive power @@ -589,9 +587,9 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block if (SurroundMeta > 1) // Wires of power 1 or 0 cannot transfer power TO ME, don't bother checking { - // Does surrounding wire have a higher power level than self? + // Does surrounding wire have a higher power level than the highest so far (MetaToSet)? // >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list - if (SurroundMeta >= MyMeta) + if (SurroundMeta >= MetaToSet) { MetaToSet = SurroundMeta - 1; // To improve performance } @@ -684,18 +682,21 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState) { + // Create a variable holding my meta to avoid multiple lookups. NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); - - bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false); // Cache if repeater is on - bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is pwoered - - if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on - { - 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, false); + bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON); + + if (!IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise: + { + bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta); + if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked. + { + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true); + } + else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked. + { + QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false); + } } for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr) @@ -1151,7 +1152,8 @@ bool cIncrementalRedstoneSimulator::AreCoordsLinkedPowered(int a_BlockX, int a_B - +// IsRepeaterPowered tests if a repeater should be powered by testing for power sources behind the repeater. +// It takes the coordinates of the repeater the the meta value. bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) { // Repeaters cannot be powered by any face except their back; verify that this is true for a source @@ -1160,7 +1162,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } - switch (a_Meta) + switch (a_Meta & 0x3) { case 0x0: { @@ -1190,7 +1192,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY { if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } - switch (a_Meta) + switch (a_Meta & 0x3) { case 0x0: { @@ -1220,6 +1222,62 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY + +bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) +{ + + switch (a_Meta & 0x3) //compare my direction to my neighbor's + { + + // If the repeater is looking up or down (If parallel to the Z axis) + case 0x0: + case 0x2: + { + //Check if eastern(right) neighbor is a powered on repeater who is facing us. + if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a + { + NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; + if (otherRepeaterDir == 0x3) { return true; } //If so, I am latched/locked. + } + + //Check if western(left) neighbor is a powered on repeater who is facing us. + if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) + { + NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3; + if (otherRepeaterDir == 0x1) { return true; } //If so, I am latched/locked. + } + + break; + } + + // If the repeater is looking left or right (If parallel to the x axis) + case 0x1: + case 0x3: + { + //Check if southern(down) neighbor is a powered on repeater who is facing us. + if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON) + { + NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3; + if (otherRepeaterDir == 0x0) { return true; } //If so, am latched/locked. + } + + //Check if northern(up) neighbor is a powered on repeater who is facing us. + if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON) + { + NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3; + if (otherRepeaterDir == 0x2) { return true; } //If so, I am latched/locked. + } + + break; + } + } + + return false; //None of the checks succeeded, I am not a locked repeater. +} + + + + bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta) { // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement |