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cFinishGenPreSimulator sets correct fluid type (stationary in the middle, flowing on chunk borders / holes next to water.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@999 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-10-21 21:15:44 +00:00
parent 879b7262b4
commit 5ebbf6f4e2
2 changed files with 94 additions and 2 deletions

View File

@ -12,6 +12,7 @@
#include "FinishGen.h" #include "FinishGen.h"
#include "../Noise.h" #include "../Noise.h"
#include "../BlockID.h" #include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
@ -409,6 +410,8 @@ void cFinishGenPreSimulator::GenFinish(
) )
{ {
CollapseSandGravel(a_BlockTypes, a_HeightMap); CollapseSandGravel(a_BlockTypes, a_HeightMap);
StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
// TODO: other operations // TODO: other operations
} }
@ -421,7 +424,6 @@ void cFinishGenPreSimulator::CollapseSandGravel(
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
) )
{ {
// Collapse gravel and sand:
for (int z = 0; z < cChunkDef::Width; z++) for (int z = 0; z < cChunkDef::Width; z++)
{ {
for (int x = 0; x < cChunkDef::Width; x++) for (int x = 0; x < cChunkDef::Width; x++)
@ -464,3 +466,82 @@ void cFinishGenPreSimulator::CollapseSandGravel(
void cFinishGenPreSimulator::StationarizeFluid(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read
BLOCKTYPE a_Fluid,
BLOCKTYPE a_StationaryFluid
)
{
// Turn fluid in the middle to stationary, unless it has air or washable block next to it:
for (int z = 1; z < cChunkDef::Width - 1; z++)
{
for (int x = 1; x < cChunkDef::Width - 1; x++)
{
for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
{
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
if ((Block != a_Fluid) && (Block != a_StationaryFluid))
{
continue;
}
static const struct
{
int x, y, z;
} Coords[] =
{
{1, 0, 0},
{-1, 0, 0},
{0, 0, 1},
{0, 0, -1},
{0, -1, 0}
} ;
BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
if ((y == 0) && (Coords[i].y < 0))
{
continue;
}
BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
{
// There is an air / washable neighbor, simulate this block
BlockToSet = a_Fluid;
break;
}
} // for i - Coords[]
cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
} // for y
} // for x
} // for z
// Turn fluid at the chunk edges into non-stationary fluid:
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int i = 1; i < cChunkDef::Width; i++) // i stands for both x and z here
{
if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
}
if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
{
cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
}
}
}
}

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@ -161,9 +161,20 @@ protected:
// Drops hanging sand and gravel down to the ground, recalculates heightmap // Drops hanging sand and gravel down to the ground, recalculates heightmap
void CollapseSandGravel( void CollapseSandGravel(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap // Height map to read and change by the current data cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
); );
/** For each fluid block:
- if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
- all fluid on the chunk's edge is made flowing
*/
void StationarizeFluid(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read
BLOCKTYPE a_Fluid,
BLOCKTYPE a_StationaryFluid
);
// cFinishGen override: // cFinishGen override:
virtual void GenFinish( virtual void GenFinish(
int a_ChunkX, int a_ChunkZ, int a_ChunkX, int a_ChunkZ,