New redstone simulator. Should work without crashes!
git-svn-id: http://mc-server.googlecode.com/svn/trunk@345 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
523
source/cRedstoneSimulator.cpp
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523
source/cRedstoneSimulator.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cRedstoneSimulator.h"
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#include "cPiston.h"
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#include "cWorld.h"
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#include "BlockID.h"
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#include "cCriticalSection.h"
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#include "cTorch.h"
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#include "cRedstone.h"
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cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World )
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: super(a_World)
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{
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}
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cRedstoneSimulator::~cRedstoneSimulator()
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{
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}
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void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z )
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{
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if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
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cCSLock Lock( m_CS );
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m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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void cRedstoneSimulator::Simulate( float a_Dt )
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{
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if( cRedstone::s_UseRedstone ) return; // Using the other/broken simulator
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// Toggle torches on/off
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while( !m_RefreshTorchesAround.empty() )
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{
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Vector3i pos = m_RefreshTorchesAround.back();
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m_RefreshTorchesAround.pop_back();
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RefreshTorchesAround( pos );
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}
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// Handle changed blocks
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{
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cCSLock Lock( m_CS );
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std::swap( m_Blocks, m_BlocksBuffer );
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}
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for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr )
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{
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HandleChange( *itr );
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}
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m_BlocksBuffer.clear();
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}
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void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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Vector3i( 0, 1, 0), // Also toggle torch on top
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};
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char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
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if( IsPowered( a_BlockPos, true ) )
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{
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TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
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if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
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{
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m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
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}
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}
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else
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{
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if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE )
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{
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m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 );
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}
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}
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i TorchPos = a_BlockPos + Surroundings[i];
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const char Block = m_World->GetBlock( TorchPos );
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if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( Block != TargetBlockID )
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{
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char TorchMeta = m_World->GetBlockMeta( TorchPos );
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if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) )
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{
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m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) );
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m_Blocks.push_back( TorchPos );
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}
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}
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}
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}
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}
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void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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Vector3i Surroundings[] = {
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Vector3i( 1, 0, 0 ),
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Vector3i( 1, 1, 0 ),
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Vector3i( 1,-1, 0 ),
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Vector3i(-1, 0, 0 ),
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Vector3i(-1, 1, 0 ),
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Vector3i(-1,-1, 0 ),
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Vector3i( 0, 0, 1 ),
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Vector3i( 0, 1, 1 ),
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Vector3i( 0,-1, 1 ),
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Vector3i( 0, 0,-1 ),
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Vector3i( 0, 1,-1 ),
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Vector3i( 0,-1,-1 ),
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Vector3i( 0,-1, 0 ),
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};
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char Block = m_World->GetBlock( a_BlockPos );
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// First check whether torch should be on or off
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if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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Vector3i( 0,-1, 0),
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};
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = a_BlockPos + Surroundings[i];
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char OtherBlock = m_World->GetBlock( pos );
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if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) )
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{
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RefreshTorchesAround( pos );
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}
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}
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Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
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}
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BlockList Sources;
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// If torch is still on, use it as a source
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if( Block == E_BLOCK_REDSTONE_TORCH_ON )
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{
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Sources.push_back( a_BlockPos );
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}
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// Power all blocks legally connected to the sources
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{
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BlockList NewSources = RemoveCurrent( a_BlockPos );
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Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
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while( !Sources.empty() )
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{
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static Vector3i Surroundings [] = {
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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};
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Vector3i SourcePos = Sources.back();
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = SourcePos + Surroundings[i];
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if( PowerBlock( OtherPos, a_BlockPos, 0xf ) )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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Sources.pop_back();
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}
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}
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// Do a floodfill
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while( !SpreadStack.empty() )
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{
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Vector3i pos = SpreadStack.back();
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SpreadStack.pop_back();
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char Meta = m_World->GetBlockMeta( pos );
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = pos + Surroundings[i];
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if( PowerBlock( OtherPos, pos, Meta-1 ) )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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}
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}
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// Only after a redstone area has been completely simulated the redstone entities can react
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while( !m_RefreshPistons.empty() )
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{
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Vector3i pos = m_RefreshPistons.back();
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m_RefreshPistons.pop_back();
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char Block = m_World->GetBlock( pos );
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switch( Block )
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{
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case E_BLOCK_PISTON:
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if( IsPowered( pos ) )
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{
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cPiston Piston( m_World );
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Piston.ExtendPiston( pos.x, pos.y, pos.z );
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}
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else
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{
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cPiston Piston( m_World );
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Piston.RetractPiston( pos.x, pos.y, pos.z );
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}
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break;
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default:
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break;
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};
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}
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}
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bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power )
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{
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char Block = m_World->GetBlock( a_BlockPos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_WIRE:
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{
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if( m_World->GetBlockMeta( a_BlockPos ) < a_Power )
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{
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m_World->SetBlockMeta( a_BlockPos, a_Power );
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return true;
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}
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}
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break;
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case E_BLOCK_PISTON:
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{
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m_RefreshPistons.push_back( a_BlockPos );
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}
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break;
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default:
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{
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( IsPowered( a_BlockPos, true ) )
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{
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m_RefreshTorchesAround.push_back( a_BlockPos );
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}
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}
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}
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break;
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};
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return false;
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}
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int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos )
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{
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char Block = m_World->GetBlock( a_BlockPos );
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switch( Block )
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{
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case E_BLOCK_REDSTONE_WIRE:
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{
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if( m_World->GetBlockMeta( a_BlockPos ) > 0 )
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{
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m_World->SetBlockMeta( a_BlockPos, 0 );
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return 1;
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}
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}
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break;
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case E_BLOCK_PISTON:
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{
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m_RefreshPistons.push_back( a_BlockPos );
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}
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break;
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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return 2;
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}
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break;
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default:
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if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
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{
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if( !IsPowered( a_BlockPos, true ) )
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{
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m_RefreshTorchesAround.push_back( a_BlockPos );
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}
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}
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break;
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};
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return 0;
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}
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// Removes current from all powered redstone wires until it reaches an energy source.
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// Also returns all energy sources it encountered
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cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
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{
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std::deque< Vector3i > SpreadStack;
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std::deque< Vector3i > FoundSources;
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Vector3i Surroundings[] = {
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Vector3i( 1, 0, 0 ),
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Vector3i( 1, 1, 0 ),
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Vector3i( 1,-1, 0 ),
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Vector3i(-1, 0, 0 ),
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Vector3i(-1, 1, 0 ),
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Vector3i(-1,-1, 0 ),
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Vector3i( 0, 0, 1 ),
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Vector3i( 0, 1, 1 ),
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Vector3i( 0,-1, 1 ),
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Vector3i( 0, 0,-1 ),
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Vector3i( 0, 1,-1 ),
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Vector3i( 0,-1,-1 ),
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Vector3i( 0,-1, 0 ),
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};
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char Block = m_World->GetBlock( a_BlockPos );
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if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON )
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{
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static Vector3i Surroundings [] = { // Torches only spread on the same level
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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};
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i];
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int RetVal = UnPowerBlock( pos );
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if( RetVal == 1 )
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{
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SpreadStack.push_back( pos ); // Changed, so add to stack
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}
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else if( RetVal == 2 )
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{
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FoundSources.push_back( pos );
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}
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}
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}
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else
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{
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SpreadStack.push_back( a_BlockPos );
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}
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while( !SpreadStack.empty() )
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{
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Vector3i pos = SpreadStack.back();
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SpreadStack.pop_back();
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for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
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{
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Vector3i OtherPos = pos + Surroundings[i];
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int RetVal = UnPowerBlock( OtherPos );
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if( RetVal == 1 )
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{
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SpreadStack.push_back( OtherPos ); // Changed, so add to stack
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}
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else if( RetVal == 2 )
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{
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FoundSources.push_back( OtherPos );
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}
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}
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}
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return FoundSources;
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}
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bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ )
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{
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char NegX = m_World->GetBlock( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z );
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if( !a_bOnlyByWire && NegX == E_BLOCK_REDSTONE_TORCH_ON ) return true;
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if( NegX == E_BLOCK_REDSTONE_WIRE )
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{
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if( m_World->GetBlockMeta( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) > 0 )
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{
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if( GetDirection( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_POS )
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{
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return true;
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}
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}
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}
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char PosX = m_World->GetBlock( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z );
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if( !a_bOnlyByWire && PosX == E_BLOCK_REDSTONE_TORCH_ON ) return true;
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if( PosX == E_BLOCK_REDSTONE_WIRE )
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{
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if( m_World->GetBlockMeta( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) > 0 )
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{
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if( GetDirection( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ) == REDSTONE_X_NEG )
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{
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return true;
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}
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}
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}
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char NegZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 );
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if( !a_bOnlyByWire && NegZ == E_BLOCK_REDSTONE_TORCH_ON ) return true;
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if( NegZ == E_BLOCK_REDSTONE_WIRE )
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{
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if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) > 0 )
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{
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if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ) == REDSTONE_Z_POS )
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{
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return true;
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}
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}
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}
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char PosZ = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 );
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if( !a_bOnlyByWire && PosZ == E_BLOCK_REDSTONE_TORCH_ON ) return true;
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if( PosZ == E_BLOCK_REDSTONE_WIRE )
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{
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if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) > 0 )
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{
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if( GetDirection( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ) == REDSTONE_Z_NEG )
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{
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return true;
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}
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}
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}
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// Only wires can power the bottom block
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char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z );
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if( PosY == E_BLOCK_REDSTONE_WIRE )
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{
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if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 )
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{
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return true;
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}
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}
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return false;
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}
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// Believe me, it works!!
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cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z )
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{
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int Dir = REDSTONE_NONE;
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char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z );
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if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON )
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{
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Dir |= (REDSTONE_X_POS);
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}
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char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z );
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if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON )
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{
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Dir |= (REDSTONE_X_NEG);
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}
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user