private void followWireQ(BlockVector v, int p)
 {
     if (GetBlock(v).Type == eBlock.WIRE)
         followWire(v, p);
     else
         if (GetBlock(v).isBlock)
         {
             if (GetBlock(v.Up).Type == eBlock.WIRE && !GetBlock(v.Old).isBlock)
                 followWire(v.Up, p);
         }
         else
             if (GetBlock(v.Down).Type == eBlock.WIRE)
                 followWire(v.Down, p);
 }
        public void SetPower(BlockVector v,int p)
        {
            if (v.Z < 0 || v.Z >= lenZ || v.Y < 0 || v.Y >= lenY || v.X < 0 || v.X >= lenX)
                return;

            data[v.X, v.Y, v.Z].Power = p;
        }
        public void update()
        {
            // Clear power, tick to torches.  Put in repeater in here
            for (int z = 0; z < lenZ; z++)
                for (int y = 0; y < lenY; y++)
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x,y,z);
                        Blocks b = GetBlock(v);
                        if (b.Type == eBlock.WIRE || b.Type == eBlock.DOORB)
                            SetPower(v,0);
                        else
                            if (b.isBlock)
                            {
                                SetPower(v,0);
                                if (GetBlock(v.Down).Powered && GetBlock(v.Down).Type == eBlock.TORCH)
                                {
                                    // A torch below a block powers the block
                                    SetPower(v,17);
                                }
                                else
                                {
                                    // Check if there is a switch on the block and turn it on
                                    if(GetBlock(v.North).isControl && GetBlock(v.North).Mount == eMount.NORTH && GetBlock(v).Powered) SetPower(v,17);
                                    if(GetBlock(v.South).isControl && GetBlock(v.South).Mount == eMount.SOUTH && GetBlock(v).Powered) SetPower(v,17);
                                    if(GetBlock(v.East).isControl && GetBlock(v.East).Mount == eMount.EAST && GetBlock(v).Powered) SetPower(v,17);
                                    if(GetBlock(v.West).isControl && GetBlock(v.West).Mount == eMount.WEST && GetBlock(v).Powered) SetPower(v,17);
                                    if(GetBlock(v.Up).isControl && GetBlock(v.Up).Mount == eMount.TOP && GetBlock(v).Powered) SetPower(v,17);
                                }
                            }

                    }

            for (int z = 0; z < lenZ; z++)
                for (int y = 0; y < lenY; y++)
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x,y,z);
                        Blocks b = GetBlock(v);
                        if (b.Power >= (b.Type != eBlock.BUTTON && b.Type != eBlock.PRESS ? 16 : 1)
                            && (b.Type == eBlock.TORCH || b.isControl || b.isBlock && b.Power == 17))
                        {
                            if (GetBlock(v.Up).Type == eBlock.WIRE) followWire(v.Up, 15);
                            if (GetBlock(v.Down).Type == eBlock.WIRE) followWire(v.Down, 15);
                            if (GetBlock(v.North).Type == eBlock.WIRE) followWire(v.North, 15);
                            if (GetBlock(v.South).Type == eBlock.WIRE) followWire(v.South, 15);
                            if (GetBlock(v.East).Type == eBlock.WIRE) followWire(v.East, 15);
                            if (GetBlock(v.West).Type == eBlock.WIRE) followWire(v.West, 15);
                        }
                    }

            for (int z = 0; z < lenZ; z++)
                for (int y = 0; y < lenY; y++)
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x,y,z);
                        Blocks b = GetBlock(v);
                        if ((b.isBlock && !b.Powered || b.Type == eBlock.DOORA)
                            && (GetBlock(v.Up).Type == eBlock.WIRE && GetBlock(v.Up).Powered ||
                            blockConnect(x, y, 0, 1, z, true) ||
                            blockConnect(x, y, 0, -1, z, true) ||
                            blockConnect(x, y, 1, 0, z, true) ||
                            blockConnect(x, y, -1, 0, z, true)))
                            data[x, y, z].Power = 16;

                    }
        }
        public Blocks GetBlock(BlockVector v)
        {
            if (v.Z < 0)
                return Blocks.BLOCK;
            if (v.Z >= lenZ || v.Y < 0 || v.Y >= lenY || v.X < 0 || v.X >= lenX)
                return Blocks.AIR;

            return data[v.X, v.Y, v.Z];
        }
        public int GetPower(BlockVector v)
        {
            if (v.Z < 0 || v.Z >= lenZ || v.Y < 0 || v.Y >= lenY || v.X < 0 || v.X >= lenX)
                return 0;

            return data[v.X, v.Y, v.Z].Power;
        }
        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();
        }
 public BlockVector(BlockVector v)
     : this(v.X, v.Y, v.Z)
 {
 }
Example #8
0
 private BitArray isValid(BlockVector v)
 {
     return(isValid(v.X, v.Y, v.Z));
 }
Example #9
0
 public bool Equals(BlockVector v)
 {
     return(this.V == v);
 }
Example #10
0
 private void RepeaterPower(BlockVector v)
 {
     Power(v, data[v].Place, BlockType.WIRE, 15);
     Power(v, data[v].Place, BlockType.BLOCK, 16);
 }
Example #11
0
        private void WirePower(BlockVector v)
        {
            WireMask c       = getConnections(v);
            Block    current = data[v];

            //up
            if (v.Z < lenZ)
            {
                if (!data[v.Up].isBlock)
                {                                                              //can be lead up
                    if (((c & WireMask.North) == WireMask.North) && (v.Y > 0)) // Connected north and not a wall
                    {
                        if (current.Charge - 1 > data[v.North.Up].Charge)
                        {
                            Power(v.Up, Direction.NORTH, BlockType.WIRE, current.Charge - 1);
                        }
                    }

                    if (((c & WireMask.West) == WireMask.West) && (v.X > 0))  // Connected north and not a wall
                    {
                        if (current.Charge - 1 > data[v.West.Up].Charge)
                        {
                            Power(v.Up, Direction.WEST, BlockType.WIRE, current.Charge - 1);
                        }
                    }

                    if (((c & WireMask.South) == WireMask.South) && (v.Y < lenY - 1))  // Connected north and not a wall
                    {
                        if (current.Charge - 1 > data[v.South.Up].Charge)
                        {
                            Power(v.Up, Direction.SOUTH, BlockType.WIRE, current.Charge - 1);
                        }
                    }

                    if (((c & WireMask.East) == WireMask.East) && (v.X < lenX - 1))  // Connected north and not a wall
                    {
                        if (current.Charge - 1 > data[v.East.Up].Charge)
                        {
                            Power(v.Up, Direction.EAST, BlockType.WIRE, current.Charge - 1);
                        }
                    }
                }
            }

            //down
            if (v.Z > 0)
            {
                if (current.Charge > data[v.Down].Charge) // If block directly under
                {
                    Power(v, Direction.DOWN, BlockType.BLOCK, data[v].Charge);
                }


                if (((c & WireMask.North) == WireMask.North) && (v.Y > 0))  // Connected north and not a wall
                {
                    if (!data[v.North].isBlock && current.Charge - 1 > data[v.North.Down].Charge)
                    {
                        Power(v.Down, Direction.NORTH, BlockType.WIRE, current.Charge - 1);
                    }
                }

                if (((c & WireMask.West) == WireMask.West) && (v.X > 0))   // Connected north and not a wall
                {
                    if (!data[v.West].isBlock && current.Charge - 1 > data[v.West.Down].Charge)
                    {
                        Power(v.Up, Direction.WEST, BlockType.WIRE, current.Charge - 1);
                    }
                }

                if (((c & WireMask.South) == WireMask.South) && (v.Y < lenY - 1))   // Connected north and not a wall
                {
                    if (!data[v.South].isBlock && current.Charge - 1 > data[v.South.Down].Charge)
                    {
                        Power(v.Up, Direction.SOUTH, BlockType.WIRE, current.Charge - 1);
                    }
                }

                if (((c & WireMask.East) == WireMask.East) && (v.X < lenX - 1))   // Connected north and not a wall
                {
                    if (!data[v.East].isBlock && current.Charge - 1 > data[v.East.Down].Charge)
                    {
                        Power(v.Up, Direction.EAST, BlockType.WIRE, current.Charge - 1);
                    }
                }
            }



            //same level
            if (((c & WireMask.North) == WireMask.North) && (v.Y > 0))
            {// Connected north and not a wall
                if (current.Charge - 1 > data[v.North].Charge)
                {
                    Power(v, Direction.NORTH, BlockType.WIRE, current.Charge - 1);
                }
                if ((c & WireMask.BlockPower) == WireMask.BlockPower && (current.Charge > data[v.North].Charge))
                {
                    Power(v, Direction.NORTH, BlockType.BLOCK, current.Charge);
                }
            }
            if (((c & WireMask.West) == WireMask.West) && (v.X > 0))
            { // Connected north and not a wall
                if (current.Charge - 1 > data[v.West].Charge)
                {
                    Power(v, Direction.WEST, BlockType.WIRE, current.Charge - 1);
                }
                if ((c & WireMask.BlockPower) == WireMask.BlockPower && (current.Charge > data[v.West].Charge))
                {
                    Power(v, Direction.NORTH, BlockType.BLOCK, current.Charge);
                }
            }
            if (((c & WireMask.South) == WireMask.South) && (v.Y < lenY - 1))
            { // Connected north and not a wall
                if (current.Charge - 1 > data[v.South].Charge)
                {
                    Power(v, Direction.SOUTH, BlockType.WIRE, current.Charge - 1);
                }
                if ((c & WireMask.BlockPower) == WireMask.BlockPower && (current.Charge > data[v.South].Charge))
                {
                    Power(v, Direction.NORTH, BlockType.BLOCK, current.Charge);
                }
            }
            if (((c & WireMask.East) == WireMask.East) && (v.Y < lenX - 1))
            {  // Connected north and not a wall
                if (current.Charge - 1 > data[v.East].Charge)
                {
                    Power(v, Direction.EAST, BlockType.WIRE, current.Charge - 1);
                }
                if ((c & WireMask.BlockPower) == WireMask.BlockPower && (current.Charge > data[v.East].Charge))
                {
                    Power(v, Direction.NORTH, BlockType.BLOCK, current.Charge);
                }
            }
        }
Example #12
0
        public void updateT()
        {
            // Change this to be using a stack
            // Clear all wires and torches, power blocks by hard power (switches, or under torch)
            for (int x = 0; x < lenX; x++)
            {
                for (int y = 0; y < lenY; y++)
                {
                    for (int z = 0; z < lenZ; z++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Block       b = data[v];
                        switch (b.ID)
                        {
                        case BlockType.WIRE: b.Powered = false; break;

                        case BlockType.BLOCK:
                            b.Source = false;
                            if (data[v.Down].Powered && data[v.Down].isTorch)
                            {
                                b.Source = true;     // Block is powered by a torch
                            }
                            break;

                        case BlockType.LEVER:
                            if (b.Powered)
                            {
                                data[v.Flip(b.Place)].Source = true;
                            }
                            break;
                        }
                    }
                }
            }

            // Power on all the wires
            for (int x = 0; x < lenX; x++)
            {
                for (int y = 0; y < lenY; y++)
                {
                    for (int z = 0; z < lenZ; z++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Block       b = data[v];
                        switch (b.ID)
                        {
                        case BlockType.BUTTON:
                            break;

                        case BlockType.PREASUREPAD:
                        case BlockType.TORCH:
                        case BlockType.LEVER:
                            if (b.Powered)
                            {
                                SearchWire(v);
                            }
                            break;

                        case BlockType.BLOCK:
                            //if (b.Charge == 17)
                            //   SearchWire(v);
                            break;
                        }
                    }
                }
            }

            for (int x = 0; x < lenX; x++)
            {
                for (int y = 0; y < lenY; y++)
                {
                    for (int z = 0; z < lenZ; z++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Block       b = data[v];
                        if (b.isBlock && !b.Source)
                        {
                            foreach (Direction d in Directions)
                            {
                                if (!(d == Direction.DOWN))
                                {
                                    Block c = data[v.Dir(d)];
                                    if (c.isWire && c.Powered && c.Mask.HasFlag(WireMask.BlockPower))
                                    {
                                        b.Source = true;
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Example #13
0
 public BlockNode(BlockNode N) : this()
 {
     this.B = N.B; this.V = N.V;
 }
Example #14
0
 public BlockNode(BlockNode N, BlockVector V) : this()
 {
     this.B = N.B; this.V = V;
 }
Example #15
0
 public Block this[BlockVector v]
 {
     get { return(data[v]); }
     set { data[v] = value; }
 }
Example #16
0
 public Block this[BlockVector v] {
     get { return(this[v.X, v.Y, v.Z]); }
     set { this[v.X, v.Y, v.Z] = value; }
 }
 void UpdateLoc(Point p, int cFloor)
 {
     if (p.X < 0 || p.Y < 0 || p.X > this.Width|| p.Y > this.Height)
     {
         UpdateLoc(false);
     }
     else
     {
         currentLoc = new BlockVector((int)(p.X / scale / 9), (int)(p.Y / scale / 9), floor);
         UpdateLoc(true);
     }
 }
Example #18
0
        public bool canConnect(int x, int y, int tX, int tY, int z)
        {
            BlockVector v    = new BlockVector(x, y, z); v.SetNext(tX, tY);
            Blocks      test = GetBlock(v);

            if (test.WireConn)
            {
                return(true);
            }
            if (test.isAir)
            {
                return(GetBlockType(v.Down) == eBlock.WIRE);
            }
            if (test.isBlock)
            {
                BlockVector t = BlockVector.Null;
                if (GetBlockType(v.Up) == eBlock.WIRE && !(GetBlockType(v.Old.Up) == eBlock.BLOCK))
                {
                    return(true);
                }

                if (GetBlock(v.North).Mount == eMount.NORTH)
                {
                    t = v.North;
                }
                if (GetBlock(v.South).Mount == eMount.SOUTH)
                {
                    t = v.South;
                }
                if (GetBlock(v.East).Mount == eMount.EAST)
                {
                    t = v.East;
                }
                if (GetBlock(v.West).Mount == eMount.WEST)
                {
                    t = v.West;
                }
                if (GetBlock(v.Up).Mount == eMount.TOP)
                {
                    t = v.Up;
                }

                if (!t.isNull)
                {
                    if (GetBlockType(t) == eBlock.TORCH)
                    {
                        return(blockConnect(v.X, v.Y, v.Old.X - v.X, v.Old.Y - v.Y, z, false));
                    }
                    else
                    {
                        return(GetBlock(v.Up).Mount != eMount.TOP || GetBlockType(t) != eBlock.LEVER);
                    }
                }


                return(GetBlockType(v.Down) == eBlock.TORCH);
            }
            else
            {
                return(false);
            }
        }
        public bool canConnect(int x, int y, int tX, int tY, int z)
        {
            BlockVector v = new BlockVector(x, y, z); v.SetNext(tX, tY);
            Blocks test = GetBlock(v);

            if (test.WireConn)
                return true;
            if (test.isAir)
                return GetBlockType(v.Down)== eBlock.WIRE;
            if (test.isBlock)
            {
                BlockVector t = BlockVector.Null;
                if (GetBlockType(v.Up) == eBlock.WIRE && !(GetBlockType(v.Old.Up) == eBlock.BLOCK))
                    return true;

                if (GetBlock(v.North).Mount == eMount.NORTH)  t = v.North;
                if (GetBlock(v.South).Mount == eMount.SOUTH) t = v.South;
                if (GetBlock(v.East).Mount == eMount.EAST) t = v.East;
                if (GetBlock(v.West).Mount == eMount.WEST) t = v.West;
                if (GetBlock(v.Up).Mount == eMount.TOP) t = v.Up;

                if(!t.isNull)
                        if (GetBlockType(t) == eBlock.TORCH)
                            return blockConnect(v.X, v.Y, v.Old.X - v.X, v.Old.Y - v.Y, z, false);
                        else
                            return GetBlock(v.Up).Mount != eMount.TOP || GetBlockType(t) != eBlock.LEVER;

                return GetBlockType(v.Down) == eBlock.TORCH;
            }
            else
            {
                return false;
            }
        }
Example #20
0
        public void update()
        {
            // Clear power, tick to torches.  Put in repeater in here
            for (int z = 0; z < lenZ; z++)
            {
                for (int y = 0; y < lenY; y++)
                {
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Blocks      b = GetBlock(v);
                        if (b.Type == eBlock.WIRE || b.Type == eBlock.DOORB)
                        {
                            SetPower(v, 0);
                        }
                        else
                        if (b.isBlock)
                        {
                            SetPower(v, 0);
                            if (GetBlock(v.Down).Powered&& GetBlock(v.Down).Type == eBlock.TORCH)
                            {
                                // A torch below a block powers the block
                                SetPower(v, 17);
                            }
                            else
                            {
                                // Check if there is a switch on the block and turn it on
                                if (GetBlock(v.North).isControl&& GetBlock(v.North).Mount == eMount.NORTH && GetBlock(v).Powered)
                                {
                                    SetPower(v, 17);
                                }
                                if (GetBlock(v.South).isControl&& GetBlock(v.South).Mount == eMount.SOUTH && GetBlock(v).Powered)
                                {
                                    SetPower(v, 17);
                                }
                                if (GetBlock(v.East).isControl&& GetBlock(v.East).Mount == eMount.EAST && GetBlock(v).Powered)
                                {
                                    SetPower(v, 17);
                                }
                                if (GetBlock(v.West).isControl&& GetBlock(v.West).Mount == eMount.WEST && GetBlock(v).Powered)
                                {
                                    SetPower(v, 17);
                                }
                                if (GetBlock(v.Up).isControl&& GetBlock(v.Up).Mount == eMount.TOP && GetBlock(v).Powered)
                                {
                                    SetPower(v, 17);
                                }
                            }
                        }
                    }
                }
            }

            for (int z = 0; z < lenZ; z++)
            {
                for (int y = 0; y < lenY; y++)
                {
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Blocks      b = GetBlock(v);
                        if (b.Power >= (b.Type != eBlock.BUTTON && b.Type != eBlock.PRESS ? 16 : 1) &&
                            (b.Type == eBlock.TORCH || b.isControl || b.isBlock && b.Power == 17))
                        {
                            if (GetBlock(v.Up).Type == eBlock.WIRE)
                            {
                                followWire(v.Up, 15);
                            }
                            if (GetBlock(v.Down).Type == eBlock.WIRE)
                            {
                                followWire(v.Down, 15);
                            }
                            if (GetBlock(v.North).Type == eBlock.WIRE)
                            {
                                followWire(v.North, 15);
                            }
                            if (GetBlock(v.South).Type == eBlock.WIRE)
                            {
                                followWire(v.South, 15);
                            }
                            if (GetBlock(v.East).Type == eBlock.WIRE)
                            {
                                followWire(v.East, 15);
                            }
                            if (GetBlock(v.West).Type == eBlock.WIRE)
                            {
                                followWire(v.West, 15);
                            }
                        }
                    }
                }
            }



            for (int z = 0; z < lenZ; z++)
            {
                for (int y = 0; y < lenY; y++)
                {
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Blocks      b = GetBlock(v);
                        if ((b.isBlock && !b.Powered || b.Type == eBlock.DOORA) &&
                            (GetBlock(v.Up).Type == eBlock.WIRE && GetBlock(v.Up).Powered ||
                             blockConnect(x, y, 0, 1, z, true) ||
                             blockConnect(x, y, 0, -1, z, true) ||
                             blockConnect(x, y, 1, 0, z, true) ||
                             blockConnect(x, y, -1, 0, z, true)))
                        {
                            data[x, y, z].Power = 16;
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Tests if two blocks can connect
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="tX"></param>
        /// <param name="tY"></param>
        /// <param name="z"></param>
        /// <returns></returns>
        public bool canConnectOld(int x, int y, int tX, int tY, int z)
        {
            BlockVector v = new BlockVector(x, y, z);
            Blocks test = GetBlock(v);
            if (test.isAir) // if the block is Air, return the connection below
                return GetBlock(v.Down).WireConn;
            if (test.isBlock) // if there isn't a block above us ANd we have a connection on the block in front..
                return !GetBlock(v.Old.Up).isBlock && GetBlock(v.Up).WireConn;
            if (test.Type == eBlock.REPEATER)
            {
                // Repeater matters what side its connected too.
                // Luckly ANYTHING can power a repeater
                switch (test.Mount)
                {
                    case eMount.NORTH:
                    case eMount.SOUTH:
                        if ((tY < y || tY > y) && tX == x) return true; else return false;
                    case eMount.EAST:
                    case eMount.WEST:
                        if ((tX < x || tX > x) && tY == y) return true; else return false;
                    default:
                        return false;
                }

            }
            else
                return true;
        }
Example #22
0
 public BlockVector(BlockVector v) : this(v.X, v.Y, v.Z)
 {
 }
        public eBlock GetBlockType(BlockVector v)
        {
            if (v.Z < 0)
                return eBlock.BLOCK;
            if (v.Z >= lenZ || v.Y < 0 || v.Y >= lenY || v.X < 0 || v.X >= lenX)
                return eBlock.AIR;

            return data[v.X, v.Y, v.Z].Type;
        }
        void Display_MouseDown(object sender, MouseEventArgs e)
        {
            if(!mouseLeftDown)
                switch(e.Button)
                {
                    case System.Windows.Forms.MouseButtons.Left:

                        startMouse = e.Location;
                        startLoc = currentLoc;
                        place(currentLoc, false);
                        isDragging = false;
                        mouseLeftDown = true;

                        break;
                    case System.Windows.Forms.MouseButtons.Right:
                        if (currentSim[currentLoc].isControl)
                        {
                            currentSim[currentLoc].Powered = !currentSim[currentLoc].Powered;
                            currentSim.updateT();
                            this.Invalidate();

                        }
                        if (currentSim[currentLoc].isRepeater)
                        {
                            currentSim[currentLoc].increaseTick();
                            currentSim.updateT();
                            this.Invalidate();

                        }
                        break;
            }
        }
        public void SetBlock(BlockVector v, eBlock b)
        {
            if (v.Z < 0 || v.Z >= lenZ || v.Y < 0 || v.Y >= lenY || v.X < 0 || v.X >= lenX)
                return;

            data[v.X,v.Y,v.Z] = new Blocks(b);
        }
        void Display_MouseMove(object sender, MouseEventArgs e)
        {
            UpdateLoc(e.Location, floor);
            if (mouseLeftDown)
            {
                if (startLoc != currentLoc)
                {
                    startLoc = currentLoc;
                    place(currentLoc, false);
                }
            }
            else
            {
              //  Rectangle g = new Rectangle(0, 0, this.Width, blockSelect.Height);
              //  if (g.Contains(e.Location))
             //   { blockSelect.Visible = true; blockSelect.Focus(); }
             //   else
              //  { blockSelect.Visible = false; }

            }
        }
        public void tick()
        {
            for (int z = 0; z < lenZ; z++)
                for (int y = 0; y < lenY; y++)
                    for (int x = 0; x < lenX; x++)
                    {
                        BlockVector v = new BlockVector(x, y, z);
                        Blocks b = data[x, y, z];
                        if (b.Type == eBlock.TORCH)
                        {
                            switch (b.Mount)
                            {
                                case eMount.TOP: SetPower(v, GetPower(v.Down) < 16 ? 16 : 0); break;
                                case eMount.SOUTH: SetPower(v, GetPower(v.South) < 16 ? 16 : 0); break;
                                case eMount.NORTH: SetPower(v, GetPower(v.North) < 16 ? 16 : 0); break;
                                case eMount.EAST: SetPower(v, GetPower(v.East) < 16 ? 16 : 0); break;
                                case eMount.WEST: SetPower(v, GetPower(v.West) < 16 ? 16 : 0); break;
                            }
                        }
                        else
                            if (b.CtrlOn && (b.Type == eBlock.BUTTON || b.Type == eBlock.PRESS))
                                data[x, y, z].Power--;

                        update();
                    }
        }
        private void Display_Paint(object sender, PaintEventArgs e)
        {
            if (!stopPaint)
            {

                Graphics g = e.Graphics;
                g.Clear(BlockColors.cGrid);
                // g.PageScale
                g.ScaleTransform(scale, scale);
                g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;

                for (int x = 0; x < currentSim.X; x++)
                    for (int y = 0; y < currentSim.Y; y++)
                    {
                        BlockDrawSettings b;
                        BlockVector v = new BlockVector(x, y, floor);
                        if (currentSim[v].isBlock && (currentSim[v.Up].isWire || currentSim[v.Up].isPreasurePad ||
                            ((currentSim[v.Up].isTorch || currentSim[v.Up].isLeaver || currentSim[v.Up].isTorch) && currentSim[v.Up].Place == Direction.DOWN)))
                        {
                            v = v.Up;
                            b = new BlockDrawSettings(currentSim[v]);
                            b.OnBlock = true;
                        }
                        else
                        {
                            b = new BlockDrawSettings(currentSim[v]);
                        }

                        if (currentSim[v.Up].isBlock) b.Fog = true;
                        Rectangle r = new Rectangle(x * 9 + 1, y * 9 + 1, 8, 8);

                        BlockImages.gDrawBlock(g, r, b);

                    }
            }
        }
 private void followWire(BlockVector v, int p)
 {
     Blocks b = GetBlock(v);
     if (p <= b.Power)
         return;
     SetPower(v, p);
     if (p == 0)
     {
         return;
     }
     else
     {
         followWireQ(v.North, p - 1);
         followWireQ(v.South, p - 1);
         followWireQ(v.West, p - 1);
         followWireQ(v.East, p - 1);
         return;
     }
 }
        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();
        }
Example #31
0
 public Block this[BlockVector v]
 {
     get { return this[v.X, v.Y, v.Z]; }
     set { this[v.X, v.Y, v.Z] = value; }
 }
Example #32
0
 public BlockNode(Block B, BlockVector V) : this()
 {
     this.B = B; this.V = V;
 }