Floody fluid simulator has been converted to use direct chunk access
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1236 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -29,6 +29,7 @@
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#include "BlockArea.h"
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#include "PluginManager.h"
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#include "Blocks/BlockHandler.h"
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#include "Simulator/FluidSimulator.h"
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#include <json/json.h>
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@ -78,6 +79,8 @@ cChunk::cChunk(
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, m_NeighborXP(a_NeighborXP)
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, m_NeighborZM(a_NeighborZM)
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, m_NeighborZP(a_NeighborZP)
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, m_WaterSimulatorData(a_World->GetWaterSimulator()->CreateChunkData())
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, m_LavaSimulatorData (a_World->GetLavaSimulator ()->CreateChunkData())
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{
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if (a_NeighborXM != NULL)
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{
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@ -145,6 +148,8 @@ cChunk::~cChunk()
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{
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m_NeighborZP->m_NeighborZM = NULL;
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}
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delete m_WaterSimulatorData;
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delete m_LavaSimulatorData;
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}
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@ -47,6 +47,7 @@ class cPawn;
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class cPickup;
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class cChunkDataSerializer;
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class cBlockArea;
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class cFluidSimulatorData;
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typedef std::list<cClientHandle *> cClientHandleList;
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typedef cItemCallback<cEntity> cEntityCallback;
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@ -267,7 +268,9 @@ public:
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bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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// Simulator data:
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cFireSimulatorChunkData & GetFireSimulatorData(void) { return m_FireSimulatorData; }
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cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
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cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
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cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
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private:
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@ -312,7 +315,10 @@ private:
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cChunk * m_NeighborZM; // Neighbor at [X, Z - 1]
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cChunk * m_NeighborZP; // Neighbor at [X, Z + 1]
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// Per-chunk simulator data:
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cFireSimulatorChunkData m_FireSimulatorData;
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cFluidSimulatorData * m_WaterSimulatorData;
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cFluidSimulatorData * m_LavaSimulatorData;
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void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
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@ -8,25 +8,25 @@
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#include "DelayedFluidSimulator.h"
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#include "../World.h"
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#include "../Chunk.h"
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cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid),
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m_TickDelay(a_TickDelay),
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m_Slots(NULL),
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m_CurrentSlotNum(0)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData:
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cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
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m_Slots(new cCoordWithIntList[a_TickDelay])
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{
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m_Slots = new CoordsArray[a_TickDelay];
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}
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cDelayedFluidSimulator::~cDelayedFluidSimulator()
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cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
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{
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delete[] m_Slots;
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m_Slots = NULL;
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@ -36,6 +36,22 @@ cDelayedFluidSimulator::~cDelayedFluidSimulator()
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulator:
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cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid),
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m_TickDelay(a_TickDelay),
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m_AddSlotNum(a_TickDelay - 1),
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m_SimSlotNum(0),
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m_TotalBlocks(0)
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{
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}
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void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
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@ -44,25 +60,29 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
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return;
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}
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// TODO: This can be optimized:
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BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
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if (BlockType != m_FluidBlock)
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{
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return;
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}
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CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cCoordWithIntList & Blocks = ChunkData->m_Slots[m_AddSlotNum];
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// Check for duplicates:
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for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
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if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
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{
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return;
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}
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}
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Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
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++m_TotalBlocks;
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Blocks.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
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}
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@ -71,22 +91,35 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
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void cDelayedFluidSimulator::Simulate(float a_Dt)
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{
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int SlotNum = m_CurrentSlotNum + 1;
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if (SlotNum >= m_TickDelay)
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if (m_TotalBlocks > 0)
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{
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SlotNum = 0;
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LOGD("DFS: %d blocks in queue", m_TotalBlocks);
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}
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CoordsArray & Blocks = m_Slots[SlotNum];
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// Simulate the blocks in the scheduled slot:
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for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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m_AddSlotNum = m_SimSlotNum;
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m_SimSlotNum += 1;
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if (m_SimSlotNum >= m_TickDelay)
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{
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SimulateBlock(itr->x, itr->y, itr->z);
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m_SimSlotNum = 0;
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}
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Blocks.clear();
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m_CurrentSlotNum = SlotNum;
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}
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void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cCoordWithIntList & Blocks = ChunkData->m_Slots[m_SimSlotNum];
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// Simulate the blocks in the scheduled slot:
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for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
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}
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m_TotalBlocks -= Blocks.size();
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Blocks.clear();
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}
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@ -15,6 +15,21 @@
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class cDelayedFluidSimulatorChunkData :
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public cFluidSimulatorData
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{
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public:
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cDelayedFluidSimulatorChunkData(int a_TickDelay);
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virtual ~cDelayedFluidSimulatorChunkData();
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/// Slots, one for each delay tick, each containing the blocks to simulate; relative coords. Int param not used.
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cCoordWithIntList * m_Slots;
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} ;
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class cDelayedFluidSimulator :
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public cFluidSimulator
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{
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@ -22,27 +37,29 @@ class cDelayedFluidSimulator :
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public:
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cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay);
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virtual ~cDelayedFluidSimulator();
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// cSimulator overrides:
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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virtual void Simulate(float a_Dt) override;
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); }
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protected:
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typedef std::vector<Vector3i> CoordsArray;
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int m_TickDelay; // Count of the m_Slots array in each ChunkData
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int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData
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int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData
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int m_TickDelay; // Count of the m_Slots array
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CoordsArray * m_Slots; // Slots, one for each delay tick
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int m_CurrentSlotNum; // Index into m_Slots[] where to insert new blocks
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int m_TotalBlocks; // Statistics only: the total number of blocks currently queued
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/*
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Slots:
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| 0 | 1 | ... | m_CurrentSlotNum | m_CurrentSlotNum + 1 | ... | m_TickDelay - 1 |
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adding blocks here ^ | ^ simulating here
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| 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 |
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adding blocks here ^ | ^ simulating here
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*/
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/// Called from Simulate() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
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virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
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/// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
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virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0;
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} ;
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@ -8,6 +8,7 @@
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#include "FloodyFluidSimulator.h"
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#include "../World.h"
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#include "../Chunk.h"
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#include "../BlockArea.h"
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#include "../Blocks/BlockHandler.h"
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@ -44,36 +45,22 @@ cFloodyFluidSimulator::cFloodyFluidSimulator(
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void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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{
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FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
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cBlockArea Area;
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int MinBlockY = std::max(0, a_BlockY - 1);
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int MaxBlockY = std::min(+cChunkDef::Height, a_BlockY + 1);
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if (!Area.Read(&m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1))
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{
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// Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
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// TODO: Shouldn't we re-schedule?
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FLOG(" Cannot read area, bailing out.");
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return;
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}
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
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if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
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NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
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if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
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{
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// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
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FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1));
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return;
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}
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if (MyMeta != 0)
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{
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// Source blocks aren't checked for tributaries, others are.
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if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
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if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta))
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{
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// Has no tributary, has been decreased, no more processing needed (neighbors have been scheduled by the decrease)
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// Has no tributary, has been decreased (in CheckTributaries()),
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// no more processing needed (neighbors have been scheduled by the decrease)
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return;
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}
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}
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@ -82,107 +69,128 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
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// If this is a source block or was falling, the new meta is just the falloff
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// Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
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NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
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BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
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if ((a_BlockY > 0) && (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)))
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{
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// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
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SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
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}
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else if (NewMeta < 8) // Can reach there
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bool SpreadFurther = true;
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if (a_RelY > 0)
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{
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BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below))
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{
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// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
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SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8);
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SpreadFurther = false;
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}
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// If source creation is on, check for it here:
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if (
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else if (
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(m_NumNeighborsForSource > 0) && // Source creation is on
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(MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
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!IsPassableForFluid(Below) && // Only exactly 1 block deep
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CheckNeighborsForSource(a_BlockX, a_BlockY, a_BlockZ, Area) // Did we create a source?
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CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source?
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)
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{
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// We created a source, no more spreading is to be done now
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// Also has been re-scheduled for ticking in the next wave
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// Also has been re-scheduled for ticking in the next wave, so no marking is needed
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return;
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}
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}
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if (SpreadFurther && (NewMeta < 8))
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{
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// Spread to the neighbors:
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SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
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SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
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SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta);
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SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta);
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SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta);
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SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta);
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SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta);
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SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta);
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}
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// Mark as processed:
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m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
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a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
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}
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bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
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bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta)
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{
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bool IsFed = false;
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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// If we have a section above, check if there's fluid above this block that would feed it:
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if (a_BlockY < cChunkDef::Height - 1)
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if (a_RelY < cChunkDef::Height - 1)
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{
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IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
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if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ)))
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{
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// This block is fed from above, no more processing needed
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return false;
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}
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}
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// If not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
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if (!IsFed && (a_MyMeta != 8))
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// Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
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if (a_MyMeta != 8)
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{
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IsFed = (
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(IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
|
||||
(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
|
||||
);
|
||||
}
|
||||
|
||||
// If not fed, decrease by m_Falloff levels:
|
||||
if (!IsFed)
|
||||
{
|
||||
if (a_MyMeta >= 8)
|
||||
BLOCKTYPE BlockType;
|
||||
NIBBLETYPE BlockMeta;
|
||||
static const Vector3i Coords[] =
|
||||
{
|
||||
FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, m_Falloff);
|
||||
Vector3i( 1, 0, 0),
|
||||
Vector3i(-1, 0, 0),
|
||||
Vector3i( 0, 0, 1),
|
||||
Vector3i( 0, 0, -1),
|
||||
} ;
|
||||
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
|
||||
{
|
||||
if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta))
|
||||
{
|
||||
// This block is fed, no more processing needed
|
||||
return false;
|
||||
}
|
||||
} // for i - Coords[]
|
||||
} // if not fed from above
|
||||
|
||||
// Block is not fed, decrease by m_Falloff levels:
|
||||
if (a_MyMeta >= 8)
|
||||
{
|
||||
FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
|
||||
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff);
|
||||
}
|
||||
else
|
||||
{
|
||||
a_MyMeta += m_Falloff;
|
||||
if (a_MyMeta < 8)
|
||||
{
|
||||
FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta);
|
||||
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta);
|
||||
}
|
||||
else
|
||||
{
|
||||
a_MyMeta += m_Falloff;
|
||||
if (a_MyMeta < 8)
|
||||
{
|
||||
FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff);
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
|
||||
}
|
||||
else
|
||||
{
|
||||
FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
|
||||
}
|
||||
FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
|
||||
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
|
||||
void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
|
||||
{
|
||||
ASSERT(a_NewMeta <= 8); // Invalid meta values
|
||||
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
|
||||
|
||||
BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
|
||||
|
||||
if (IsAllowedBlock(Block))
|
||||
BLOCKTYPE BlockType;
|
||||
NIBBLETYPE BlockMeta;
|
||||
if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
|
||||
{
|
||||
NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
|
||||
if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
|
||||
// Chunk not available
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsAllowedBlock(BlockType))
|
||||
{
|
||||
if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta))
|
||||
{
|
||||
// Don't spread there, there's already a higher or same level there
|
||||
return;
|
||||
@ -192,15 +200,15 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
|
||||
// Check water - lava interaction:
|
||||
if (m_FluidBlock == E_BLOCK_LAVA)
|
||||
{
|
||||
if (IsBlockWater(Block))
|
||||
if (IsBlockWater(BlockType))
|
||||
{
|
||||
// Lava flowing into water, change to stone / cobblestone based on direction:
|
||||
BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
|
||||
FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone",
|
||||
a_BlockX, a_BlockY, a_BlockZ,
|
||||
a_RelX, a_RelY, a_RelZ,
|
||||
ItemTypeToString(NewBlock).c_str()
|
||||
);
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
|
||||
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
|
||||
|
||||
// TODO: Sound effect
|
||||
|
||||
@ -209,14 +217,14 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
|
||||
}
|
||||
else if (m_FluidBlock == E_BLOCK_WATER)
|
||||
{
|
||||
if (IsBlockLava(Block))
|
||||
if (IsBlockLava(BlockType))
|
||||
{
|
||||
// Water flowing into lava, change to cobblestone / obsidian based on dest block:
|
||||
BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
|
||||
BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
|
||||
FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
|
||||
a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str()
|
||||
a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
|
||||
);
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
|
||||
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
|
||||
|
||||
// TODO: Sound effect
|
||||
|
||||
@ -228,52 +236,61 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
|
||||
ASSERT(!"Unknown fluid!");
|
||||
}
|
||||
|
||||
if (!IsPassableForFluid(Block))
|
||||
if (!IsPassableForFluid(BlockType))
|
||||
{
|
||||
// Can't spread there
|
||||
return;
|
||||
}
|
||||
|
||||
// Wash away the block there, if possible:
|
||||
if (CanWashAway(Block))
|
||||
if (CanWashAway(BlockType))
|
||||
{
|
||||
cBlockHandler * Handler = BlockHandler(Block);
|
||||
cBlockHandler * Handler = BlockHandler(BlockType);
|
||||
if (Handler->DoesDropOnUnsuitable())
|
||||
{
|
||||
Handler->DropBlock(&m_World, NULL, a_BlockX, a_BlockY, a_BlockZ);
|
||||
Handler->DropBlock(
|
||||
&m_World, NULL,
|
||||
a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
|
||||
a_RelY,
|
||||
a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
|
||||
);
|
||||
}
|
||||
}
|
||||
} // if (CanWashAway)
|
||||
|
||||
// Spread:
|
||||
FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
|
||||
FLOG(" Spreading to {%d, %d, %d} with meta %d", a_RelX, a_RelY, a_RelZ, a_NewMeta);
|
||||
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area)
|
||||
bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
|
||||
{
|
||||
FLOG(" Checking neighbors for source creation");
|
||||
|
||||
static const Vector3i NeighborCoords[] =
|
||||
{
|
||||
Vector3i(-1, 0, 0),
|
||||
Vector3i( 1, 0, 0),
|
||||
Vector3i( 0, 0,-1),
|
||||
Vector3i( 0, 0, 1),
|
||||
Vector3i(-1, 0, 0),
|
||||
Vector3i( 1, 0, 0),
|
||||
Vector3i( 0, 0, -1),
|
||||
Vector3i( 0, 0, 1),
|
||||
} ;
|
||||
|
||||
int NumNeeded = m_NumNeighborsForSource;
|
||||
for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
|
||||
{
|
||||
int x = a_BlockX + NeighborCoords[i].x;
|
||||
int y = a_BlockY + NeighborCoords[i].y;
|
||||
int z = a_BlockZ + NeighborCoords[i].z;
|
||||
int x = a_RelX + NeighborCoords[i].x;
|
||||
int y = a_RelY + NeighborCoords[i].y;
|
||||
int z = a_RelZ + NeighborCoords[i].z;
|
||||
BLOCKTYPE BlockType;
|
||||
NIBBLETYPE BlockMeta;
|
||||
a_Area.GetBlockTypeMeta(x, y, z, BlockType, BlockMeta);
|
||||
if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta))
|
||||
{
|
||||
// Neighbor not available, skip it
|
||||
continue;
|
||||
}
|
||||
FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
|
||||
if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
|
||||
{
|
||||
@ -283,7 +300,7 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY,
|
||||
{
|
||||
// Found enough, turn into a source and bail out
|
||||
FLOG(" Found enough neighbor sources, turning into a source");
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, 0);
|
||||
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -36,16 +36,16 @@ protected:
|
||||
int m_NumNeighborsForSource;
|
||||
|
||||
// cDelayedFluidSimulator overrides:
|
||||
virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
|
||||
virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override;
|
||||
|
||||
/// Checks tributaries, if not fed, decreases the block's level and returns true
|
||||
bool CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta);
|
||||
bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta);
|
||||
|
||||
/// Spreads into the specified block, if the blocktype there allows. a_Area is for checking.
|
||||
void SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta);
|
||||
void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
|
||||
|
||||
/// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so
|
||||
bool CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area);
|
||||
bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
|
||||
} ;
|
||||
|
||||
|
||||
|
@ -22,6 +22,19 @@ enum Direction
|
||||
|
||||
|
||||
|
||||
/** This is a base class for all fluid simulator data classes.
|
||||
Needed so that cChunk can properly delete instances of fluid simulator data, no matter what simulator it's using
|
||||
*/
|
||||
class cFluidSimulatorData
|
||||
{
|
||||
public:
|
||||
virtual ~cFluidSimulatorData() {}
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cFluidSimulator :
|
||||
public cSimulator
|
||||
{
|
||||
@ -36,6 +49,9 @@ public:
|
||||
/// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
|
||||
virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
|
||||
|
||||
/// Creates a ChunkData object for the simulator to use. The simulator returns the correct object type.
|
||||
virtual cFluidSimulatorData * CreateChunkData(void) { return NULL; }
|
||||
|
||||
bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
|
||||
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
|
||||
bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
|
||||
|
Loading…
Reference in New Issue
Block a user