Design Problems in the Redstone Simulator
#2
The design for each redstone handler tries to know as little about other things around it as possible, and just say when and what it needs updating. I added the power cache to know when there is a need to update, to prevent infinite loops, but do tell me how I can remove it, it is making the code quite unreadable and esoteric in places.

The image posted can't quite be reproduced because I haven't found a foolproof way of not letting wires link power other wires (if only vanilla didn't have this strange restriction!). The solid block in the middle, when asked by the bottom wire for the power that it can provide, only knows about the highest power previous delivered to it and stored in the cache, and that it was from another wire. The bottom wire therefore currently doesn't get any power (flawed implementation), despite a lower but valid, comparator source also powering the block.

I don't really know how to elegantly solve this problem. I suppose the idea of solid blocks acting as conduits (in terms of cSolidBlockHandler) needs refinement. Maybe the redstone controller could directly evaluate linked powering, and not through the limitations of a redstone handler. Any ideas?



For the stuck repeaters and this, you should submit bug reports. Smile
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RE: Design Problems in the Redstone Simulator - by tigerw - 06-08-2016, 06:07 AM



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