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
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@ -12,6 +12,7 @@
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#include "FinishGen.h"
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#include "../Noise.h"
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#include "../BlockID.h"
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#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
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@ -409,6 +410,8 @@ void cFinishGenPreSimulator::GenFinish(
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)
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{
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CollapseSandGravel(a_BlockTypes, a_HeightMap);
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StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
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StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
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// TODO: other operations
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}
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@ -421,7 +424,6 @@ void cFinishGenPreSimulator::CollapseSandGravel(
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cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
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)
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{
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// Collapse gravel and sand:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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@ -464,3 +466,82 @@ void cFinishGenPreSimulator::CollapseSandGravel(
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void cFinishGenPreSimulator::StationarizeFluid(
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read
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BLOCKTYPE a_Fluid,
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BLOCKTYPE a_StationaryFluid
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)
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{
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// Turn fluid in the middle to stationary, unless it has air or washable block next to it:
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for (int z = 1; z < cChunkDef::Width - 1; z++)
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{
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for (int x = 1; x < cChunkDef::Width - 1; x++)
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{
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for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
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{
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BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
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if ((Block != a_Fluid) && (Block != a_StationaryFluid))
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{
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continue;
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}
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static const struct
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{
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int x, y, z;
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} Coords[] =
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{
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{1, 0, 0},
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{-1, 0, 0},
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{0, 0, 1},
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{0, 0, -1},
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{0, -1, 0}
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} ;
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BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
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for (int i = 0; i < ARRAYCOUNT(Coords); i++)
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{
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if ((y == 0) && (Coords[i].y < 0))
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{
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continue;
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}
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BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
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if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
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{
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// There is an air / washable neighbor, simulate this block
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BlockToSet = a_Fluid;
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break;
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}
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} // for i - Coords[]
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cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
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} // for y
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} // for x
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} // for z
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// Turn fluid at the chunk edges into non-stationary fluid:
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int i = 1; i < cChunkDef::Width; i++) // i stands for both x and z here
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{
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if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
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}
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if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
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}
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if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
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}
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if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
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{
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cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
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}
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}
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}
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}
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@ -161,7 +161,18 @@ protected:
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// Drops hanging sand and gravel down to the ground, recalculates heightmap
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void CollapseSandGravel(
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::HeightMap & a_HeightMap // Height map to read and change by the current data
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cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
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);
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/** For each fluid block:
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- if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
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- all fluid on the chunk's edge is made flowing
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*/
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void StationarizeFluid(
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read
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BLOCKTYPE a_Fluid,
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BLOCKTYPE a_StationaryFluid
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);
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// cFinishGen override:
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