Merge branch 'master' into redstoneimprovements
Conflicts: src/ClientHandle.cpp src/Entities/FallingBlock.cpp src/Mobs/AggressiveMonster.cpp src/Simulator/IncrementalRedstoneSimulator.cpp
This commit is contained in:
@@ -119,7 +119,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
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if (SpreadFurther && (NewMeta < 8))
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{
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// Spread to the neighbors:
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Spread(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
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SpreadXZ(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
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}
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// Mark as processed:
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@@ -130,7 +130,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
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void cFloodyFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
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void cFloodyFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
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{
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SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
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SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
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@@ -48,16 +48,13 @@ protected:
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bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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/** Checks if the specified block should harden (Water/Lava interaction) and if so, converts it to a suitable block.
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*
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* Returns whether the block was changed or not.
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*/
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Returns whether the block was changed or not. */
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bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
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/** Spread water to neighbors.
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*
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* May be overridden to provide more sophisticated algorithms.
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*/
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virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
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/** Spread fluid to XZ neighbors.
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The coords are of the block currently being processed; a_NewMeta is the new meta for the new fluid block.
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Descendants may overridde to provide more sophisticated algorithms. */
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virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
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} ;
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@@ -118,7 +118,9 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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// Things that can send power through a block but which depends on meta
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((Block == E_BLOCK_REDSTONE_WIRE) && (Meta == 0)) ||
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((Block == E_BLOCK_LEVER) && !IsLeverOn(Meta)) ||
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(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta)))
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(((Block == E_BLOCK_STONE_BUTTON) || (Block == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(Meta))) ||
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(((Block == E_BLOCK_STONE_PRESSURE_PLATE) || (Block == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (Meta == 0)) ||
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(((Block == E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE) || (Block == E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE)) && (Meta == 0))
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)
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{
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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);
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@@ -1047,12 +1049,13 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
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case E_BLOCK_STONE_PRESSURE_PLATE:
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{
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// MCS feature - stone pressure plates can only be triggered by players :D
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.5f, false);
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(BlockX + 0.5f, (float)a_RelBlockY, BlockZ + 0.5f), 0.7f, false);
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if (a_Player != NULL)
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{
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, 0x1);
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SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@@ -1115,6 +1118,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
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}
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
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SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@@ -1182,6 +1186,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
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}
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
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SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Power);
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@@ -1247,6 +1252,7 @@ void cIncrementalRedstoneSimulator::HandlePressurePlate(int a_RelBlockX, int a_R
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}
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m_Chunk->SetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ, E_META_PRESSURE_PLATE_DEPRESSED);
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SetAllDirsAsPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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SetDirectionLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, BLOCK_FACE_YM, a_MyType);
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}
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else
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{
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@@ -35,14 +35,16 @@ cVanillaFluidSimulator::cVanillaFluidSimulator(
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void cVanillaFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
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void cVanillaFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
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{
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// Calculate the distance to the nearest "hole" in each direction:
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int Cost[4];
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Cost[0] = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS);
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Cost[1] = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS);
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Cost[2] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS);
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Cost[3] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS);
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// Find the minimum distance:
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int MinCost = InfiniteCost;
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for (unsigned int i = 0; i < ARRAYCOUNT(Cost); ++i)
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{
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@@ -52,6 +54,7 @@ void cVanillaFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, in
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}
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}
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// Spread in all directions where the distance matches the minimum:
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if (Cost[0] == MinCost)
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{
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SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
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@@ -86,7 +89,10 @@ int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int
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{
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return Cost;
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}
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if (!IsPassableForFluid(BlockType) && !IsBlockLiquid(BlockType))
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if (
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!IsPassableForFluid(BlockType) || // The block cannot be passed by the liquid ...
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(IsAllowedBlock(BlockType) && (BlockMeta == 0)) // ... or if it is liquid, it is a source block
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)
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{
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return Cost;
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}
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@@ -30,7 +30,7 @@ public:
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protected:
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// cFloodyFluidSimulator overrides:
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virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override;
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virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override;
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/** Recursively calculates the minimum number of blocks needed to descend a level. */
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int CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration = 0);
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