Beispiel #1
0
 public void SetBlock(int x, int y, int z, BlockType bType)
 {
     if (((x >= this.X) || (x < 0)) ||
         ((y >= this.Y) || (y < 0)) ||
         ((z >= this.Z) || (z < 0)))
     {
         throw new ArgumentException("GetBlockType: x=" + x + " y=" + y + " z=" + z);
     }
     else
     {
         data[x, y, z] = Block.New(bType);
     }
 }
        private void place(BlockVector v, bool rotate)
        {
            if (currentSim[v].ID == selectedBlock)
            {
                Block     b   = currentSim[v];
                Direction old = b.Place;
                switch (selectedBlock)
                {
                case BlockType.TORCH:
                case BlockType.LEVER:
                    if (b.Place == Direction.WEST)
                    {
                        b.Place = Direction.DOWN;
                    }
                    else
                    {
                        b.Place++;
                    }
                    if (currentSim[v.South].isBlock && b.Place == Direction.NORTH)
                    {
                        break;
                    }
                    if (currentSim[v.East].isBlock && b.Place == Direction.WEST)
                    {
                        break;
                    }
                    if (currentSim[v.North].isBlock && b.Place == Direction.SOUTH)
                    {
                        break;
                    }
                    if (currentSim[v.West].isBlock && b.Place == Direction.EAST)
                    {
                        break;
                    }
                    if (currentSim[v.Down].isBlock && b.Place == Direction.DOWN)
                    {
                        break;
                    }
                    if (b.Place != old)
                    {
                        goto case BlockType.LEVER;
                    }
                    b.Place = old;
                    break;

                case BlockType.BUTTON:
                    if (b.Place == Direction.WEST)
                    {
                        b.Place = Direction.DOWN;
                    }
                    else
                    {
                        b.Place++;
                    }
                    if (currentSim[v.South].isBlock && b.Place == Direction.NORTH)
                    {
                        break;
                    }
                    if (currentSim[v.East].isBlock && b.Place == Direction.WEST)
                    {
                        break;
                    }
                    if (currentSim[v.North].isBlock && b.Place == Direction.SOUTH)
                    {
                        break;
                    }
                    if (currentSim[v.West].isBlock && b.Place == Direction.EAST)
                    {
                        break;
                    }
                    if (b.Place != old)
                    {
                        goto case BlockType.LEVER;
                    }
                    b.Place = old;
                    break;

                case BlockType.REPEATER:
                    if (b.Place == Direction.WEST)
                    {
                        b.Place = Direction.NORTH;
                    }
                    else
                    {
                        b.Place++;
                    }
                    break;
                }
            }
            else
            {
                Block     oldBlock = currentSim[v];
                Block     b        = Block.New(selectedBlock);
                Direction old      = b.Place;

                switch (selectedBlock)
                {
                case BlockType.TORCH:

                case BlockType.LEVER:
                    if (b.Place == Direction.WEST)
                    {
                        b.Place = Direction.DOWN;
                    }
                    else
                    {
                        b.Place++;
                    }
                    if (currentSim[v.South].isBlock && b.Place == Direction.NORTH)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.East].isBlock && b.Place == Direction.WEST)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.North].isBlock && b.Place == Direction.SOUTH)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.West].isBlock && b.Place == Direction.EAST)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.Down].isBlock && b.Place == Direction.DOWN)
                    {
                        currentSim[v] = b; break;
                    }
                    if (b.Place != old)
                    {
                        goto case BlockType.LEVER;
                    }
                    return;

                case BlockType.BUTTON:
                    if (b.Place == Direction.WEST)
                    {
                        b.Place = Direction.DOWN;
                    }
                    else
                    {
                        b.Place++;
                    }
                    if (currentSim[v.South].isBlock && b.Place == Direction.NORTH)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.East].isBlock && b.Place == Direction.WEST)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.North].isBlock && b.Place == Direction.SOUTH)
                    {
                        currentSim[v] = b; break;
                    }
                    if (currentSim[v.West].isBlock && b.Place == Direction.EAST)
                    {
                        currentSim[v] = b; break;
                    }
                    if (b.Place != old)
                    {
                        goto case BlockType.LEVER;
                    }
                    return;

                case BlockType.REPEATER:
                    if (b.Place == Direction.WEST)
                    {
                        b.Place = Direction.NORTH;
                    }
                    else
                    {
                        b.Place++;
                    }
                    currentSim[v] = b;
                    break;

                case BlockType.WIRE:
                    currentSim[v] = b;
                    currentSim.setConnections(v);
                    break;

                default:
                    currentSim[v] = b;
                    //if the old block was a wire, we need to recheck the connections
                    //so that the previously wired block does not hold the wire connections
                    //that it did previously hold
                    //  Was:        |   Now Is:
                    //  ┌┐ -> ┌┐    |   ┌┐ ->  ┌─
                    //  └┘ -> └     |   └┘ ->  │
                    //
                    if (oldBlock.ID == BlockType.WIRE)
                    {
                        currentSim.setConnections(v);
                    }
                    break;
                }
            }
            currentSim.updateT();
            this.Refresh();
        }