diff options
Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 416 |
1 files changed, 302 insertions, 114 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 1de0d2c34..8b9d830cd 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -2,8 +2,10 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "IncrementalRedstoneSimulator.h" +#include "BoundingBox.h" #include "../BlockEntities/DropSpenserEntity.h" #include "../BlockEntities/NoteEntity.h" +#include "../BlockEntities/ChestEntity.h" #include "../BlockEntities/CommandBlockEntity.h" #include "../Entities/TNTEntity.h" #include "../Entities/Pickup.h" @@ -12,10 +14,11 @@ #include "../Blocks/BlockButton.h" #include "../Blocks/BlockLever.h" #include "../Blocks/BlockPiston.h" +#include "../Blocks/BlockTripwireHook.h" + - cIncrementalRedstoneSimulator::cIncrementalRedstoneSimulator(cWorld & a_World) : super(a_World), @@ -59,14 +62,16 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, int RelZ = 0; BLOCKTYPE Block; NIBBLETYPE Meta; - cChunk * OtherChunk = a_Chunk; 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); - OtherChunk = a_OtherChunk; + + // If a_OtherChunk is passed (not NULL), it is the chunk that had a block change, and a_Chunk will be the neighbouring chunk of that block + // Because said neighbouring chunk does not know of this change but still needs to update its redstone, we set it to dirty + a_Chunk->SetIsRedstoneDirty(true); } else { @@ -91,43 +96,21 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { 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); itr = PoweredBlocks->erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - OtherChunk->SetIsRedstoneDirty(true); continue; } else if ( // Changeable sources ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) || ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) || - ((Block == E_BLOCK_DETECTOR_RAIL) && (Meta & 0x08) == 0) || + ((Block == E_BLOCK_DETECTOR_RAIL) && ((Meta & 0x08) == 0)) || (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || - (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) || - (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0)) + ((Block == E_BLOCK_TRIPWIRE_HOOK) && ((Meta & 0x08) == 0)) ) { 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); itr = PoweredBlocks->erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - OtherChunk->SetIsRedstoneDirty(true); continue; } - else if (Block == E_BLOCK_DAYLIGHT_SENSOR) - { - if (!m_World.IsChunkLighted(OtherChunk->GetPosX(), OtherChunk->GetPosZ())) - { - m_World.QueueLightChunk(OtherChunk->GetPosX(), OtherChunk->GetPosZ()); - } - else - { - if (OtherChunk->GetTimeAlteredLight(OtherChunk->GetSkyLight(RelX, a_BlockY + 1, RelZ)) <= 7) - { - itr = PoweredBlocks->erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - OtherChunk->SetIsRedstoneDirty(true); - continue; - } - } - } ++itr; } @@ -141,23 +124,17 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { 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); itr = LinkedPoweredBlocks->erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - OtherChunk->SetIsRedstoneDirty(true); continue; } else if ( // Things that can send power through a block but which depends on meta ((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) || ((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) || - (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) || - (((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) || - (((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0)) + (((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ) { 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); itr = LinkedPoweredBlocks->erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - OtherChunk->SetIsRedstoneDirty(true); continue; } } @@ -167,8 +144,6 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY, { 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); itr = LinkedPoweredBlocks->erase(itr); - a_Chunk->SetIsRedstoneDirty(true); - OtherChunk->SetIsRedstoneDirty(true); continue; } } @@ -289,6 +264,9 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int switch (dataitr->Data) { case E_BLOCK_DAYLIGHT_SENSOR: HandleDaylightSensor(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_TRIPWIRE: HandleTripwire(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_TRIPWIRE_HOOK: HandleTripwireHook(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_WOODEN_PRESSURE_PLATE: case E_BLOCK_STONE_PRESSURE_PLATE: case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: @@ -312,6 +290,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break; + case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break; case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_DETECTOR_RAIL: @@ -374,18 +353,13 @@ 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 + if (AreCoordsOnChunkBoundary(a_BlockX, a_BlockY, a_BlockZ)) { // 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 to pass both the neighbouring chunk and the chunk which the coordinates 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); @@ -440,7 +414,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last) { if ( - ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) && // Is it a mechanism or wire? Not block/other torch etc. + IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc. (!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on ) { @@ -460,7 +434,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R { BLOCKTYPE Type = m_Chunk->GetBlock(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ); - if ((IsMechanism(Type)) || (Type == E_BLOCK_REDSTONE_WIRE)) // Still can't make a normal block powered though! + if (IsMechanism(Type)) // Still can't make a normal block powered though! { SetBlockPowered(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, a_RelBlockX, a_RelBlockY, a_RelBlockZ); } @@ -526,8 +500,11 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBl { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true)) { - m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4); - m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + if ((MetaData & 0x4) == 0) + { + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData | 0x4); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + } SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, true); } } @@ -535,8 +512,11 @@ void cIncrementalRedstoneSimulator::HandleFenceGate(int a_RelBlockX, int a_RelBl { if (!AreCoordsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false)) { - m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & 0xFFFFFFFB); - m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + if ((MetaData & 0x4) != 0) + { + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, MetaData & ~0x04); + m_Chunk->BroadcastSoundParticleEffect(1003, BlockX, a_RelBlockY, BlockZ, 0); + } SetPlayerToggleableBlockAsSimulated(a_RelBlockX, a_RelBlockY, a_RelBlockZ, false); } } @@ -766,17 +746,20 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays() { for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();) { - if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks? { int RelBlockX = itr->a_RelBlockPos.x; int RelBlockY = itr->a_RelBlockPos.y; int RelBlockZ = itr->a_RelBlockPos.z; - NIBBLETYPE Meta = m_Chunk->GetMeta(RelBlockX, RelBlockY, RelBlockZ); + BLOCKTYPE Block; + NIBBLETYPE Meta; + m_Chunk->GetBlockTypeMeta(RelBlockX, RelBlockY, RelBlockZ, Block, Meta); if (itr->ShouldPowerOn) { - - m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); // For performance + if (Block != E_BLOCK_REDSTONE_REPEATER_ON) // For performance + { + m_Chunk->SetBlock(itr->a_RelBlockPos, E_BLOCK_REDSTONE_REPEATER_ON, Meta); + } switch (Meta & 0x3) // We only want the direction (bottom) bits { @@ -806,17 +789,14 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays() } } } - else + else if (Block != E_BLOCK_REDSTONE_REPEATER_OFF) { - m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); + m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta); } itr = m_RepeatersDelayList->erase(itr); } else { - // Apparently, incrementing ticks only works reliably here, and not in SimChunk; - // With a world with lots of redstone, the repeaters simply do not delay - // I am confounded to say why. Perhaps optimisation failure. LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks); itr->a_ElapsedTicks++; itr++; @@ -901,7 +881,7 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_RelBlockX, int a_RelBlockY, if (AreCoordsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ)) { - m_Chunk->BroadcastSoundEffect("game.tnt.primed", BlockX * 8, a_RelBlockY * 8, BlockZ * 8, 0.5f, 0.6f); + m_Chunk->BroadcastSoundEffect("game.tnt.primed", (double)BlockX, (double)a_RelBlockY, (double)BlockZ, 0.5f, 0.6f); m_Chunk->SetBlock(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_BLOCK_AIR, 0); m_World.SpawnPrimedTNT(BlockX + 0.5, a_RelBlockY + 0.5, BlockZ + 0.5); // 80 ticks to boom } @@ -1114,7 +1094,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R case E_BLOCK_STONE_PRESSURE_PLATE: { // MCS feature - stone pressure plates can only be triggered by players :D - cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.7f, false); + cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false); if (a_Player != NULL) { @@ -1125,7 +1105,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R else { m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); - m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; } @@ -1149,7 +1129,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); double Distance = (EntityPos - BlockPos).Length(); - if (Distance <= 0.7) + if (Distance <= 0.5) { m_NumberOfEntities++; } @@ -1171,7 +1151,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R }; cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); unsigned char Power; NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); @@ -1179,7 +1159,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power); @@ -1189,10 +1169,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R { if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) { - m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; @@ -1217,7 +1197,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); double Distance = (EntityPos - BlockPos).Length(); - if (Distance <= 0.7) + if (Distance <= 0.5) { m_NumberOfEntities++; } @@ -1226,7 +1206,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R bool GetPowerLevel(unsigned char & a_PowerLevel) const { - a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / (float)10), MAX_POWER_LEVEL); + a_PowerLevel = std::min((int)ceil(m_NumberOfEntities / 10.f), MAX_POWER_LEVEL); return (a_PowerLevel > 0); } @@ -1239,7 +1219,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R }; cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); unsigned char Power; NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); @@ -1247,7 +1227,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power); @@ -1257,10 +1237,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R { if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) { - m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; @@ -1285,7 +1265,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f); double Distance = (EntityPos - BlockPos).Length(); - if (Distance <= 0.7) + if (Distance <= 0.5) { m_FoundEntity = true; return true; // Break out, we only need to know for plates that at least one entity is on top @@ -1307,14 +1287,14 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R } ; cPressurePlateCallback PressurePlateCallback(BlockX, a_RelBlockY, BlockZ); - m_World.ForEachEntity(PressurePlateCallback); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), PressurePlateCallback); NIBBLETYPE Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ); if (PressurePlateCallback.FoundEntity()) { if (Meta == E_META_PRESSURE_PLATE_RAISED) { - m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.5F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.5F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED); SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); @@ -1324,10 +1304,10 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R { if (Meta == E_META_PRESSURE_PLATE_DEPRESSED) { - m_Chunk->BroadcastSoundEffect("random.click", (int)((BlockX + 0.5) * 8.0), (int)((a_RelBlockY + 0.1) * 8.0), (int)((BlockZ + 0.5) * 8.0), 0.3F, 0.6F); + m_Chunk->BroadcastSoundEffect("random.click", (double)BlockX + 0.5, (double)a_RelBlockY + 0.1, (double)BlockZ + 0.5, 0.3F, 0.6F); } m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_RAISED); - m_World.WakeUpSimulators(BlockX, a_RelBlockY, BlockZ); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); } break; } @@ -1343,6 +1323,175 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R +void cIncrementalRedstoneSimulator::HandleTripwireHook(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) +{ + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; + int RelX = a_RelBlockX, RelZ = a_RelBlockZ; + bool FoundActivated = false; + eBlockFace FaceToGoTowards = cBlockTripwireHookHandler::MetadataToDirection(m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ)); + + for (int i = 0; i < 40; ++i) // Tripwires can be connected up to 40 blocks + { + BLOCKTYPE Type; + NIBBLETYPE Meta; + + AddFaceDirection(RelX, a_RelBlockY, RelZ, FaceToGoTowards); + m_Chunk->UnboundedRelGetBlock(RelX, a_RelBlockY, RelZ, Type, Meta); + + if (Type == E_BLOCK_TRIPWIRE) + { + if (Meta == 0x1) + { + FoundActivated = true; + } + } + else if (Type == E_BLOCK_TRIPWIRE_HOOK) + { + if (ReverseBlockFace(cBlockTripwireHookHandler::MetadataToDirection(Meta)) == FaceToGoTowards) + { + // Other hook facing in opposite direction - circuit completed! + break; + } + else + { + // Tripwire hook not connected at all, AND away all the power state bits + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); + return; + } + } + else + { + // Tripwire hook not connected at all, AND away all the power state bits + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x3); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); + return; + } + } + + if (FoundActivated) + { + // Connected and activated, set the 3rd and 4th highest bits + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) | 0xC); + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ); + } + else + { + // Connected but not activated, AND away the highest bit + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, (m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ) & 0x7) | 0x4); + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); + } +} + + + + + +void cIncrementalRedstoneSimulator::HandleTrappedChest(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) +{ + class cGetTrappedChestPlayers : + public cChestCallback + { + public: + cGetTrappedChestPlayers(void) : + m_NumberOfPlayers(0) + { + } + + virtual bool Item(cChestEntity * a_Chest) override + { + ASSERT(a_Chest->GetBlockType() == E_BLOCK_TRAPPED_CHEST); + m_NumberOfPlayers = a_Chest->GetNumberOfPlayers(); + return (m_NumberOfPlayers <= 0); + } + + unsigned char GetPowerLevel(void) const + { + return std::min(m_NumberOfPlayers, MAX_POWER_LEVEL); + } + + private: + int m_NumberOfPlayers; + + } GTCP; + + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; + if (m_Chunk->DoWithChestAt(BlockX, a_RelBlockY, BlockZ, GTCP)) + { + SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, GTCP.GetPowerLevel()); + } + else + { + SetSourceUnpowered(BlockX, a_RelBlockY, BlockZ, m_Chunk); + } +} + + + + + +void cIncrementalRedstoneSimulator::HandleTripwire(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) +{ + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; + + class cTripwireCallback : + public cEntityCallback + { + public: + cTripwireCallback(int a_BlockX, int a_BlockY, int a_BlockZ) : + m_FoundEntity(false), + m_X(a_BlockX), + m_Y(a_BlockY), + m_Z(a_BlockZ) + { + } + + virtual bool Item(cEntity * a_Entity) override + { + cBoundingBox bbWire(m_X, m_X + 1, m_Y, m_Y + 0.1, m_Z, m_Z + 1); + cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); + + if (bbEntity.DoesIntersect(bbWire)) + { + m_FoundEntity = true; + return true; // One entity is sufficient to trigger the wire + } + return false; + } + + bool FoundEntity(void) const + { + return m_FoundEntity; + } + + protected: + bool m_FoundEntity; + + int m_X; + int m_Y; + int m_Z; + }; + + cTripwireCallback TripwireCallback(BlockX, a_RelBlockY, BlockZ); + m_World.ForEachEntityInChunk(m_Chunk->GetPosX(), m_Chunk->GetPosZ(), TripwireCallback); + + if (TripwireCallback.FoundEntity()) + { + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1); + } + else + { + m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x0); + } +} + + + + + bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; @@ -1552,8 +1701,8 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, unsigned char & a_PowerLevel) { a_PowerLevel = 0; - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list { @@ -1561,7 +1710,7 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc { continue; } - a_PowerLevel = itr->a_PowerLevel; + a_PowerLevel = std::max(itr->a_PowerLevel , a_PowerLevel); // Get the highest power level (a_PowerLevel is initialised already and there CAN be multiple levels for one block) } for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list @@ -1570,7 +1719,15 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_RelBlockX, int a_RelBloc { continue; } - a_PowerLevel = itr->a_PowerLevel; + + BLOCKTYPE Type = E_BLOCK_AIR; + int RelSourceX = itr->a_SourcePos.x - m_Chunk->GetPosX() * cChunkDef::Width; + int RelSourceZ = itr->a_SourcePos.z - m_Chunk->GetPosZ() * cChunkDef::Width; + if (!m_Chunk->UnboundedRelGetBlockType(RelSourceX, itr->a_SourcePos.y, RelSourceZ, Type) || (Type == E_BLOCK_REDSTONE_WIRE)) + { + continue; + } + a_PowerLevel = std::max(itr->a_PowerLevel, a_PowerLevel); } return (a_PowerLevel != 0); // Answer the inital question: is the wire powered? @@ -1742,20 +1899,9 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX; int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ; - BLOCKTYPE Block = 0; - if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block)) - { - return; - } - if (Block == E_BLOCK_AIR) - { - // Don't set air, fixes some bugs (wires powering themselves) - return; - } - - cChunk * Neighbour = m_Chunk->GetNeighborChunk(BlockX, BlockZ); - PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); - for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list + cChunk * Neighbour = m_Chunk->GetRelNeighborChunkAdjustCoords(a_RelBlockX, a_RelBlockZ); // Adjust coordinates for the later call using these values + PoweredBlocksList * Powered = Neighbour->GetRedstoneSimulatorPoweredBlocksList(); // We need to insert the value into the chunk who owns the block position + for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) { if ( itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && @@ -1768,16 +1914,33 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl } } - PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(SourceX, SourceZ)->GetRedstoneSimulatorPoweredBlocksList(); - for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list + // No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk + // TODO: on C++11 support, change this to a llama function pased to a std::remove_if + for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if ( itr->a_BlockPos.Equals(Vector3i(SourceX, a_RelSourceY, SourceZ)) && - itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) + itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ)) && + (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE) ) { - // Powered wires try to power their source - don't let them! - return; + BLOCKTYPE Block; + NIBBLETYPE Meta; + Neighbour->GetBlockTypeMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Block, Meta); + + if (Block == E_BLOCK_REDSTONE_WIRE) + { + if (Meta < a_PowerLevel) + { + m_PoweredBlocks->erase(itr); // Powering source with higher power level, allow it + break; + } + else + { + // Powered wires try to power their source - don't let them! + return; + } + } } } @@ -1808,20 +1971,6 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered( int SourceX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelSourceX; int SourceZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelSourceZ; - BLOCKTYPE DestBlock = 0; - if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ, DestBlock)) - { - return; - } - if (DestBlock == E_BLOCK_AIR) - { - // Don't set air, fixes some bugs (wires powering themselves) - return; - } - if ((DestBlock == E_BLOCK_REDSTONE_WIRE) && (m_Chunk->GetBlock(a_RelSourceX, a_RelSourceY, a_RelSourceZ) == E_BLOCK_REDSTONE_WIRE)) - { - return; - } if (!IsViableMiddleBlock(a_MiddleBlock)) { return; @@ -1927,6 +2076,45 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in +void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall) +{ + // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if + + for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();) + { + if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) + { + itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->erase(itr); + a_Chunk->SetIsRedstoneDirty(true); + continue; + } + ++itr; + } + for (LinkedBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->end();) + { + if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))) + { + itr = a_Chunk->GetRedstoneSimulatorLinkedBlocksList()->erase(itr); + a_Chunk->SetIsRedstoneDirty(true); + continue; + } + ++itr; + } + + if (a_IsFirstCall && AreCoordsOnChunkBoundary(a_SourceX, a_SourceY, a_SourceZ)) + { + // +- 2 to accomodate linked powered blocks + SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX - 2, a_SourceZ), false); + SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX + 2, a_SourceZ), false); + SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ - 2), false); + SetSourceUnpowered(a_SourceX, a_SourceY, a_SourceZ, a_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ + 2), false); + } +} + + + + + cIncrementalRedstoneSimulator::eRedstoneDirection cIncrementalRedstoneSimulator::GetWireDirection(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { int Dir = REDSTONE_NONE; |