#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "RedstoneSimulator.h" #include "Piston.h" #include "World.h" #include "BlockID.h" #include "Torch.h" cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World ) : super(a_World) { } cRedstoneSimulator::~cRedstoneSimulator() { } void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z ) { cCSLock Lock( m_CS ); m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) ); } void cRedstoneSimulator::Simulate( float a_Dt ) { // Toggle torches on/off while( !m_RefreshTorchesAround.empty() ) { Vector3i pos = m_RefreshTorchesAround.front(); m_RefreshTorchesAround.pop_front(); RefreshTorchesAround( pos ); } // Set repeaters to correct values, and decrement ticks for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ) { (*itr).Ticks--; if( (*itr).Ticks <= 0 ) { char Block = m_World->GetBlock( (*itr).Position ); if( (*itr).bPowerOn == true && Block == E_BLOCK_REDSTONE_REPEATER_OFF ) { m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) ); m_Blocks.push_back( (*itr).Position ); } else if( (*itr).bPowerOn == false && Block == E_BLOCK_REDSTONE_REPEATER_ON ) { m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) ); m_Blocks.push_back( (*itr).Position ); } if( (*itr).bPowerOffNextTime ) { (*itr).bPowerOn = false; (*itr).bPowerOffNextTime = false; (*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata ++itr; } else { itr = m_SetRepeaters.erase( itr ); } } else { ++itr; } } // Handle changed blocks { cCSLock Lock( m_CS ); std::swap( m_Blocks, m_BlocksBuffer ); } for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr ) { HandleChange( *itr ); } m_BlocksBuffer.clear(); } void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos ) { static Vector3i Surroundings [] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), Vector3i( 0, 1, 0), // Also toggle torch on top }; char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON; char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF; if( IsPowered( a_BlockPos, true ) ) { TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF; TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON; //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT ) //{ // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 ); //} } else { //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE ) //{ // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 ); //} } for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i TorchPos = a_BlockPos + Surroundings[i]; const char Block = m_World->GetBlock( TorchPos ); switch( Block ) { case E_BLOCK_REDSTONE_TORCH_ON: case E_BLOCK_REDSTONE_TORCH_OFF: if( Block != TargetBlockID ) { char TorchMeta = m_World->GetBlockMeta( TorchPos ); if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) ) { m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) ); m_Blocks.push_back( TorchPos ); } } break; case E_BLOCK_REDSTONE_REPEATER_ON: case E_BLOCK_REDSTONE_REPEATER_OFF: if ((Block != TargetRepeaterID) && IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) ) { SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON ); } break; default: break; }; } } void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos ) { std::deque< Vector3i > SpreadStack; Vector3i Surroundings[] = { Vector3i( 1, 0, 0 ), Vector3i( 1, 1, 0 ), Vector3i( 1,-1, 0 ), Vector3i(-1, 0, 0 ), Vector3i(-1, 1, 0 ), Vector3i(-1,-1, 0 ), Vector3i( 0, 0, 1 ), Vector3i( 0, 1, 1 ), Vector3i( 0,-1, 1 ), Vector3i( 0, 0,-1 ), Vector3i( 0, 1,-1 ), Vector3i( 0,-1,-1 ), Vector3i( 0,-1, 0 ), }; char Block = m_World->GetBlock( a_BlockPos ); // First check whether torch should be on or off if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF ) { static Vector3i Surroundings [] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), Vector3i( 0,-1, 0), }; for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = a_BlockPos + Surroundings[i]; char OtherBlock = m_World->GetBlock( pos ); if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) ) { RefreshTorchesAround( pos ); } } Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block } else if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) // Check if repeater is powered by a 'powered block' (not wires/torch) { Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction char OtherBlock = m_World->GetBlock( pos ); if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) ) { RefreshTorchesAround( pos ); } else { SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) ); } Block = m_World->GetBlock( a_BlockPos ); } BlockList Sources; // If torch is still on, use it as a source if( Block == E_BLOCK_REDSTONE_TORCH_ON ) { Sources.push_back( a_BlockPos ); } else if( Block == E_BLOCK_REDSTONE_REPEATER_ON ) { static Vector3i Surroundings [] = { // It only spreads right in front, and one block up Vector3i( 0, 0, 0), Vector3i( 0, 1, 0), }; Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = a_BlockPos + Direction + Surroundings[i]; if( PowerBlock( pos, a_BlockPos, 0xf ) ) { SpreadStack.push_back( pos ); } } } // Power all blocks legally connected to the sources if( Block != E_BLOCK_REDSTONE_REPEATER_ON ) { BlockList NewSources = RemoveCurrent( a_BlockPos ); Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() ); while( !Sources.empty() ) { Vector3i SourcePos = Sources.back(); Sources.pop_back(); char Block = m_World->GetBlock( SourcePos ); switch( Block ) { case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_ON: { static Vector3i Surroundings [] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), }; for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i OtherPos = SourcePos + Surroundings[i]; if( PowerBlock( OtherPos, a_BlockPos, 0xf ) ) { SpreadStack.push_back( OtherPos ); // Changed, so add to stack } } } break; case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { static Vector3i Surroundings [] = { Vector3i( 0, 0, 0), Vector3i( 0, 1, 0), }; Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) ); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = SourcePos + Direction + Surroundings[i]; if( PowerBlock( pos, a_BlockPos, 0xf ) ) { SpreadStack.push_back( pos ); } } } break; }; } } // Do a floodfill while( !SpreadStack.empty() ) { Vector3i pos = SpreadStack.back(); SpreadStack.pop_back(); char Meta = m_World->GetBlockMeta( pos ); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i OtherPos = pos + Surroundings[i]; if( PowerBlock( OtherPos, pos, Meta-1 ) ) { SpreadStack.push_back( OtherPos ); // Changed, so add to stack } } } // Only after a redstone area has been completely simulated the redstone entities can react while( !m_RefreshPistons.empty() ) { Vector3i pos = m_RefreshPistons.back(); m_RefreshPistons.pop_back(); char Block = m_World->GetBlock( pos ); switch( Block ) { case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: if( IsPowered( pos ) ) { cPiston Piston( m_World ); Piston.ExtendPiston( pos.x, pos.y, pos.z ); } else { cPiston Piston( m_World ); Piston.RetractPiston( pos.x, pos.y, pos.z ); } break; default: break; }; } } bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power ) { char Block = m_World->GetBlock( a_BlockPos ); switch( Block ) { case E_BLOCK_REDSTONE_WIRE: { if( m_World->GetBlockMeta( a_BlockPos ) < a_Power ) { m_World->SetBlockMeta( a_BlockPos, a_Power ); return true; } } break; case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: { m_RefreshPistons.push_back( a_BlockPos ); } break; case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: { if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock )) { SetRepeater( a_BlockPos, 10, true ); } } break; default: { if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF ) { if( IsPowered( a_BlockPos, true ) ) { m_RefreshTorchesAround.push_back( a_BlockPos ); } } } break; }; return false; } int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock) { BLOCKTYPE BlockType = m_World->GetBlock(a_BlockPos); switch (BlockType) { case E_BLOCK_REDSTONE_WIRE: { if( m_World->GetBlockMeta( a_BlockPos ) > 0 ) { m_World->SetBlockMeta( a_BlockPos, 0 ); return 1; } break; } case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: { m_RefreshPistons.push_back( a_BlockPos ); break; } case E_BLOCK_REDSTONE_TORCH_ON: { return 2; break; } case E_BLOCK_REDSTONE_REPEATER_ON: { if ( IsRepeaterPointingTo(a_BlockPos, m_World->GetBlockMeta(a_BlockPos), a_FromBlock ) || // Repeater is next to wire IsRepeaterPointingTo(a_BlockPos, m_World->GetBlockMeta(a_BlockPos), a_FromBlock - Vector3i(0, 1, 0)) // Repeater is below wire ) { return 2; } else if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) ) { SetRepeater( a_BlockPos, 10, false ); } // fall-through: } case E_BLOCK_REDSTONE_REPEATER_OFF: { if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock )) { SetRepeater( a_BlockPos, 10, false ); } break; } default: { if ((BlockType != E_BLOCK_AIR) && (BlockType != E_BLOCK_REDSTONE_TORCH_ON) && (BlockType != E_BLOCK_REDSTONE_TORCH_OFF)) { if (!IsPowered(a_BlockPos, true)) { m_RefreshTorchesAround.push_back( a_BlockPos ); } } break; } } // switch (BlockType) return 0; } // Removes current from all powered redstone wires until it reaches an energy source. // Also returns all energy sources it encountered cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos ) { std::deque< Vector3i > SpreadStack; std::deque< Vector3i > FoundSources; Vector3i Surroundings[] = { Vector3i( 1, 0, 0 ), Vector3i( 1, 1, 0 ), Vector3i( 1,-1, 0 ), Vector3i(-1, 0, 0 ), Vector3i(-1, 1, 0 ), Vector3i(-1,-1, 0 ), Vector3i( 0, 0, 1 ), Vector3i( 0, 1, 1 ), Vector3i( 0,-1, 1 ), Vector3i( 0, 0,-1 ), Vector3i( 0, 1,-1 ), Vector3i( 0,-1,-1 ), Vector3i( 0,-1, 0 ), }; char Block = m_World->GetBlock( a_BlockPos ); if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) { static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up Vector3i( 0, 0, 0), Vector3i( 0, 1, 0), }; Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = a_BlockPos + Direction + Surroundings[i]; int RetVal = UnPowerBlock( pos, a_BlockPos ); if( RetVal == 1 ) { SpreadStack.push_back( pos ); // Changed, so add to stack } else if( RetVal == 2 ) { FoundSources.push_back( pos ); } } } else if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON ) { static Vector3i Surroundings [] = { // Torches only spread on the same level Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), }; for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i]; int RetVal = UnPowerBlock( pos, a_BlockPos ); if( RetVal == 1 ) { SpreadStack.push_back( pos ); // Changed, so add to stack } else if( RetVal == 2 ) { FoundSources.push_back( pos ); } } } else { SpreadStack.push_back( a_BlockPos ); } while( !SpreadStack.empty() ) { Vector3i pos = SpreadStack.back(); SpreadStack.pop_back(); for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i ) { Vector3i OtherPos = pos + Surroundings[i]; int RetVal = UnPowerBlock( OtherPos, pos ); if( RetVal == 1 ) { SpreadStack.push_back( OtherPos ); // Changed, so add to stack } else if( RetVal == 2 ) { FoundSources.push_back( OtherPos ); } } } return FoundSources; } bool cRedstoneSimulator::IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire ) { BLOCKTYPE PowerBlock = m_World->GetBlock( a_PowerPos ); if (!a_bOnlyByWire && (PowerBlock == E_BLOCK_REDSTONE_TORCH_ON)) return true; if (PowerBlock == E_BLOCK_REDSTONE_REPEATER_ON ) // A repeater pointing towards block is regarded as wire { if (IsRepeaterPointingTo( a_PowerPos, m_World->GetBlockMeta( a_PowerPos ), a_BlockPos ) ) { return true; } } if (PowerBlock == E_BLOCK_REDSTONE_WIRE) { if (m_World->GetBlockMeta(a_PowerPos) > 0) { if (GetDirection(a_PowerPos) == a_WireDirection) { return true; } } } return false; } bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ ) { BLOCKTYPE Block = m_World->GetBlock( a_BlockPos ); if ((Block == E_BLOCK_REDSTONE_REPEATER_OFF) || (Block == E_BLOCK_REDSTONE_REPEATER_ON)) { Vector3i Behind = a_BlockPos - GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) ); BLOCKTYPE BehindBlock = m_World->GetBlock( Behind ); if (BehindBlock == E_BLOCK_REDSTONE_TORCH_ON) { return true; } if (BehindBlock == E_BLOCK_REDSTONE_WIRE) { if( m_World->GetBlockMeta( Behind ) > 0 ) { return true; } } if (BehindBlock == E_BLOCK_REDSTONE_REPEATER_ON) { if (IsRepeaterPointingTo( Behind, m_World->GetBlockMeta( Behind ), a_BlockPos)) { return true; } } return false; } if( IsPowering( Vector3i( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire ) ) return true; if( IsPowering( Vector3i( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire ) ) return true; if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire ) ) return true; if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire ) ) return true; // Only wires can power the bottom block char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ); if( PosY == E_BLOCK_REDSTONE_WIRE ) { if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 ) { return true; } } return false; } // Believe me, it works!! TODO: Add repeaters and low/high wires cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z ) { int Dir = REDSTONE_NONE; char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z ); if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON ) { Dir |= (REDSTONE_X_POS); } char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z ); if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON ) { Dir |= (REDSTONE_X_NEG); } char NegZ = m_World->GetBlock( a_X, a_Y, a_Z-1 ); if( NegZ == E_BLOCK_REDSTONE_WIRE || NegZ == E_BLOCK_REDSTONE_TORCH_ON ) { if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner { Dir ^= REDSTONE_X_POS; Dir |= REDSTONE_X_NEG; } if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner { Dir ^= REDSTONE_X_NEG; Dir |= REDSTONE_X_POS; } Dir |= REDSTONE_Z_POS; } char PosZ = m_World->GetBlock( a_X, a_Y, a_Z+1 ); if( PosZ == E_BLOCK_REDSTONE_WIRE || PosZ == E_BLOCK_REDSTONE_TORCH_ON ) { if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner { Dir ^= REDSTONE_X_POS; Dir |= REDSTONE_X_NEG; } if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner { Dir ^= REDSTONE_X_NEG; Dir |= REDSTONE_X_POS; } Dir |= REDSTONE_Z_NEG; } return (eRedstoneDirection)Dir; } bool cRedstoneSimulator::IsRepeaterPointingTo(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos) { switch (a_MetaData & 0x3) { case 0x0: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) ) { return true; } break; } case 0x1: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) ) { return true; } break; } case 0x2: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) ) { return true; } break; } case 0x3: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) ) { return true; } break; } } return false; } bool cRedstoneSimulator::IsRepeaterPointingAway( const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos ) { switch (a_MetaData & 0x3) { case 0x0: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) ) { return true; } break; } case 0x1: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) ) { return true; } break; } case 0x2: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) ) { return true; } break; } case 0x3: { if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) ) { return true; } break; } } return false; } NIBBLETYPE cRedstoneSimulator::RepeaterRotationToMetaData(float a_Rotation) { a_Rotation += 90 + 45; // So its not aligned with axis if (a_Rotation > 360.f) { a_Rotation -= 360.f; } if ((a_Rotation >= 0.f) && (a_Rotation < 90.f)) { return 0x1; } else if ((a_Rotation >= 180) && (a_Rotation < 270)) { return 0x3; } else if ((a_Rotation >= 90) && (a_Rotation < 180)) { return 0x2; } else { return 0x0; } } Vector3i cRedstoneSimulator::GetRepeaterDirection(NIBBLETYPE a_MetaData) { switch (a_MetaData & 0x3) { case 0x0: return Vector3i( 0, 0,-1); case 0x1: return Vector3i( 1, 0, 0); case 0x2: return Vector3i( 0, 0, 1); case 0x3: return Vector3i(-1, 0, 0); } return Vector3i(); } void cRedstoneSimulator::SetRepeater( const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn ) { for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr ) { sRepeaterChange & Change = *itr; if( Change.Position.Equals( a_Position ) ) { if( Change.bPowerOn && a_bPowerOn == false ) { Change.bPowerOffNextTime = true; } if( a_bPowerOn == true ) { Change.bPowerOffNextTime = false; } Change.bPowerOn |= a_bPowerOn; return; } } sRepeaterChange RC; RC.Position = a_Position; RC.Ticks = a_Ticks; RC.bPowerOn = a_bPowerOn; RC.bPowerOffNextTime = false; m_SetRepeaters.push_back( RC ); }