Merge pull request #461 from mc-server/repeaters
Repeaters, pressure plates, and others
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "../Blocks/BlockTorch.h"
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#include "../Blocks/BlockDoor.h"
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#include "../Piston.h"
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#include "../Tracer.h"
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@@ -106,21 +107,47 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (SourceBlockMeta == 0)) ||
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((SourceBlockType == E_BLOCK_LEVER) && !IsLeverOn(SourceBlockMeta)) ||
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((SourceBlockType == E_BLOCK_DETECTOR_RAIL) && (SourceBlockMeta & 0x08) == 0x08) ||
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(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta)))
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(((SourceBlockType == E_BLOCK_STONE_BUTTON) || (SourceBlockType == E_BLOCK_WOODEN_BUTTON)) && (!IsButtonOn(SourceBlockMeta))) ||
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(((SourceBlockType == E_BLOCK_STONE_PRESSURE_PLATE) || (SourceBlockType == E_BLOCK_WOODEN_PRESSURE_PLATE)) && (SourceBlockMeta == 0))
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)
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{
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LOGD("cRedstoneSimulator: Erased block %s from powered blocks list due to present/past metadata mismatch", ItemToFullString(itr->a_SourceBlock).c_str());
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itr = m_PoweredBlocks.erase(itr);
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}
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else if (SourceBlockType == E_BLOCK_DAYLIGHT_SENSOR)
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{
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if (!a_Chunk->IsLightValid())
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{
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m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
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++itr;
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continue;
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}
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else
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{
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NIBBLETYPE SkyLight;
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a_Chunk->UnboundedRelGetBlockSkyLight(RelX, itr->a_SourcePos.y + 1, RelZ, SkyLight);
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if (a_Chunk->GetTimeAlteredLight(SkyLight) <= 8) // Could use SkyLight - m_World.GetSkyDarkness();
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{
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LOGD("cRedstoneSimulator: Erased daylight sensor from powered blocks list due to insufficient light level");
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itr = m_PoweredBlocks.erase(itr);
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}
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else
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{
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++itr;
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continue;
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}
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}
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}
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else if ((SourceBlockType == E_BLOCK_REDSTONE_WIRE) && (DestBlockType == E_BLOCK_REDSTONE_WIRE))
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{
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// It is simply not allowed that a wire powers another wire, presuming that data here is sane and a dest and source are beside each other
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LOGD("cRedstoneSimulator: Erased redstone wire from powered blocks list because it's source was also wire");
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LOGD("cRedstoneSimulator: Erased redstone wire from powered blocks list because its source was also wire");
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itr = m_PoweredBlocks.erase(itr);
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}
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else
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{
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itr++;
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++itr;
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}
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}
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@@ -165,7 +192,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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}
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else
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{
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itr++;
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++itr;
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}
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}
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@@ -186,7 +213,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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}
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else
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{
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itr++;
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++itr;
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}
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}
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@@ -206,12 +233,8 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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itr = m_RepeatersDelayList.erase(itr);
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continue;
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}
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else if (itr->a_ElapsedTicks < itr->a_DelayTicks)
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{
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itr->a_ElapsedTicks++;
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}
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itr++;
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++itr;
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}
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for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
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@@ -285,6 +308,12 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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HandleRail(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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{
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HandlePressurePlate(a_X, dataitr->y, a_Z, BlockType);
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break;
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}
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}
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++dataitr;
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@@ -601,7 +630,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, 0, false);
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}
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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@@ -659,8 +688,14 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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return;
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}
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}
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// Tick incrementing handled in SimChunk
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else
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{
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// Apparently, incrementing ticks only works reliably here, and not in SimChunk;
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// With a world with lots of redstone, the repeaters simply do not delay
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// I am confounded to say why. Perhaps optimisation failure.
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LOGD("Incremented a repeater @ %i %i %i | Elapsed ticks: %i | Target delay: %i", itr->a_BlockPos.x, itr->a_BlockPos.y, itr->a_BlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
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itr->a_ElapsedTicks++;
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}
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}
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}
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@@ -897,9 +932,112 @@ void cRedstoneSimulator::HandleNoteBlock(int a_BlockX, int a_BlockY, int a_Block
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void cRedstoneSimulator::HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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if (m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) > 10)
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int a_ChunkX, a_ChunkZ;
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cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, a_ChunkX, a_ChunkZ);
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if (!m_World.IsChunkLighted(a_ChunkX, a_ChunkZ))
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{
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
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m_World.QueueLightChunk(a_ChunkX, a_ChunkZ);
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}
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else
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{
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NIBBLETYPE SkyLight = m_World.GetBlockSkyLight(a_BlockX, a_BlockY + 1, a_BlockZ) - m_World.GetSkyDarkness();
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if (SkyLight > 8)
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{
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DAYLIGHT_SENSOR);
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}
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}
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}
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void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType)
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{
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switch (a_MyType)
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{
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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(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f);
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if (a_Player != NULL)
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_STONE_PRESSURE_PLATE);
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}
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else
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
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}
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break;
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}
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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{
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class cWoodenPressurePlateCallback :
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public cEntityCallback
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{
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public:
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cWoodenPressurePlateCallback(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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m_X(a_BlockX),
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m_Y(a_BlockY),
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m_Z(a_BlockZ),
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m_World(a_World),
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m_Entity(NULL)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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cTracer LineOfSight(m_World);
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Vector3f EntityPos = a_Entity->GetPosition();
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Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
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float Distance = (EntityPos - BlockPos).Length();
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if (Distance < 0.5)
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{
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if (!LineOfSight.Trace(BlockPos, (EntityPos - BlockPos), (int)(EntityPos - BlockPos).Length()))
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{
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m_Entity = a_Entity;
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return true; // Break out, we only need to know for wooden plates that at least one entity is on top
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}
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}
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return false;
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}
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bool FoundEntity(void) const
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{
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return m_Entity != NULL;
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}
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protected:
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cEntity * m_Entity;
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cWorld * m_World;
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int m_X;
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int m_Y;
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int m_Z;
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} ;
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cWoodenPressurePlateCallback WoodenPressurePlateCallback(a_BlockX, a_BlockY, a_BlockZ, &m_World);
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m_World.ForEachEntity(WoodenPressurePlateCallback);
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if (WoodenPressurePlateCallback.FoundEntity())
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x1);
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SetAllDirsAsPowered(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WOODEN_PRESSURE_PLATE);
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}
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else
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0x0);
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}
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break;
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}
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default:
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LOGD("Unimplemented pressure plate type %s in cRedstoneSimulator", ItemToFullString(a_MyType).c_str());
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break;
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}
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}
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@@ -1308,7 +1446,7 @@ void cRedstoneSimulator::SetPlayerToggleableBlockAsSimulated(int a_BlockX, int a
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void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta, short a_ElapsedTicks, bool ShouldPowerOn)
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{
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); ++itr)
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{
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if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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@@ -1318,7 +1456,7 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
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}
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// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
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itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2; // See below for description
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itr->a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2; // See below for description
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itr->a_ElapsedTicks = 0;
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itr->ShouldPowerOn = ShouldPowerOn;
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return;
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@@ -1331,7 +1469,8 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
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// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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// * 2 because apparently, MCS ticks are way faster than vanilla ticks, so repeater aren't noticeably delayed
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RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + 1) * 2;
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// We don't +1 when powering off because everything seems to already delay a tick when powering off, why? No idea :P
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RC.a_DelayTicks = (((a_Meta & 0xC) >> 0x2) + (ShouldPowerOn ? 1 : 0)) * 2;
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RC.a_ElapsedTicks = 0;
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@@ -89,6 +89,10 @@ private:
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void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// <summary>Handles buttons</summary>
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void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
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/// <summary>Handles daylight sensors</summary>
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void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// <summary>Handles pressure plates</summary>
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void HandlePressurePlate(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
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/* ==================== */
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/* ====== CARRIERS ====== */
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@@ -115,8 +119,6 @@ private:
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void HandleTrapdoor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// <summary>Handles noteblocks</summary>
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void HandleNoteBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// <summary>Handles noteblocks</summary>
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void HandleDaylightSensor(int a_BlockX, int a_BlockY, int a_BlockZ);
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/* ===================== */
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/* ====== Helper functions ====== */
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