2013-07-29 07:13:03 -04:00
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// FloodyFluidSimulator.h
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// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
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// http://forum.mc-server.org/showthread.php?tid=565
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#pragma once
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#include "DelayedFluidSimulator.h"
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// fwd:
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class cBlockArea;
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class cFloodyFluidSimulator :
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public cDelayedFluidSimulator
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{
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typedef cDelayedFluidSimulator super;
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public:
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cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);
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protected:
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NIBBLETYPE m_Falloff;
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int m_NumNeighborsForSource;
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// cDelayedFluidSimulator overrides:
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virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override;
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/// Checks tributaries, if not fed, decreases the block's level and returns true
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bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta);
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/// Spreads into the specified block, if the blocktype there allows. a_Area is for checking.
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void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
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/// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so
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bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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} ;
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