1
0

At long last... Piston animations!

* Fixes #3198
* Fixes #57 (again lol)
This commit is contained in:
Tiger Wang
2018-07-24 00:35:20 +01:00
parent 74f5160332
commit b8ab03bc6b
4 changed files with 117 additions and 86 deletions

View File

@@ -36,39 +36,25 @@ public:
virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
{
// LOGD("Evaluating pisty the piston (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
// Delay is used here to prevent an infinite loop (#3168)
if (DelayInfo == nullptr)
bool ShouldBeExtended = (a_PoweringData.PowerLevel != 0);
if (ShouldBeExtended == cBlockPistonHandler::IsExtended(a_Meta))
{
bool ShouldBeExtended = (a_PoweringData.PowerLevel != 0);
if (ShouldBeExtended != cBlockPistonHandler::IsExtended(a_Meta))
{
Data->m_MechanismDelays[a_Position] = std::make_pair(1, ShouldBeExtended);
}
return {};
}
if (ShouldBeExtended)
{
cBlockPistonHandler::ExtendPiston(a_Position, a_World);
}
else
{
int DelayTicks;
bool ShouldBeExtended;
std::tie(DelayTicks, ShouldBeExtended) = *DelayInfo;
if (DelayTicks == 0)
{
if (ShouldBeExtended)
{
cBlockPistonHandler::ExtendPiston(a_Position, a_World);
}
else
{
cBlockPistonHandler::RetractPiston(a_Position, a_World);
}
Data->m_MechanismDelays.erase(a_Position);
}
cBlockPistonHandler::RetractPiston(a_Position, a_World);
}
// It is necessary to delay after a signal to prevent an infinite loop (#3168)
// However, that is present as a side effect of the implementation of piston animation in Blocks\BlockPiston.cpp
return {};
}