Rewrote redstone powering to use power levels
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@@ -40,27 +40,29 @@ private:
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{
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Vector3i a_BlockPos; // Position of powered block
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Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos
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unsigned char a_PowerLevel;
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};
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struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side)
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{
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Vector3i a_BlockPos;
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Vector3i a_MiddlePos;
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Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination
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Vector3i a_SourcePos;
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unsigned char a_PowerLevel;
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};
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struct sSimulatedPlayerToggleableList
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struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player)
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{
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Vector3i a_BlockPos;
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bool WasLastStatePowered;
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bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate
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};
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struct sRepeatersDelayList
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struct sRepeatersDelayList // Define structure of list containing repeaters' delay states
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{
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Vector3i a_BlockPos;
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unsigned char a_DelayTicks;
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unsigned char a_ElapsedTicks;
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bool ShouldPowerOn;
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unsigned char a_DelayTicks; // For how many ticks should the repeater delay
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unsigned char a_ElapsedTicks; // How much of the previous has been elapsed?
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bool ShouldPowerOn; // What happens when the delay time is fulfilled?
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};
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public:
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@@ -132,13 +134,13 @@ private:
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/* ====== Helper functions ====== */
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/** Marks a block as powered */
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void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
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void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = 15);
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/** Marks a block as being powered through another block */
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void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
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void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock, unsigned char a_PowerLevel = 15);
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/** Marks a block as simulated, who should not be simulated further unless their power state changes, to accomodate a player manually toggling the block without triggering the simulator toggling it back */
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void SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a_BlockY, int a_BlockZ, bool WasLastStatePowered);
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/** Marks the second block in a direction as linked powered */
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void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
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void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock, unsigned char a_PowerLevel = 15);
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/** Marks all blocks immediately surrounding a coordinate as powered */
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void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
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/** Queues a repeater to be powered or unpowered */
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@@ -159,15 +161,14 @@ private:
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/** Returns if a piston is powered */
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bool IsPistonPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
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/** Returns if a wire is powered
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The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire
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*/
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bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ);
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The only diffence between this and a normal AreCoordsPowered is that this function checks for a wire powering another wire */
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bool IsWirePowered(int a_BlockX, int a_BlockY, int a_BlockZ, unsigned char & a_PowerLevel);
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/** Returns if lever metadata marks it as emitting power */
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bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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inline bool IsLeverOn(NIBBLETYPE a_BlockMeta);
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/** Returns if button metadata marks it as emitting power */
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bool IsButtonOn(NIBBLETYPE a_BlockMeta);
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inline bool IsButtonOn(NIBBLETYPE a_BlockMeta) { return IsLeverOn(a_BlockMeta); }
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/* ============================== */
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/* ====== Misc Functions ====== */
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