Preparation for multiple fluid simulators.
Moved all simulators into a subfolder. Replaced cWaterSimulator and cLavaSimulator with a generic cFluidSimulator. Moved original fluid simulation into cClassicFluidSimulator. Fluid simulator parameters (MaxHeight, Falloff) are read from the world.ini file (can have nether-like lava with lower falloff) git-svn-id: http://mc-server.googlecode.com/svn/trunk@956 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
parent
7bca7f3cb9
commit
f7da7c2536
@ -1008,70 +1008,62 @@
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</File>
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</Filter>
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<Filter
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Name="Physics"
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Name="Simulator"
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>
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<File
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RelativePath="..\source\FireSimulator.cpp"
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RelativePath="..\source\Simulator\ClassicFluidSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\FireSimulator.h"
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RelativePath="..\source\Simulator\ClassicFluidSimulator.h"
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>
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</File>
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<File
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RelativePath="..\source\FluidSimulator.cpp"
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RelativePath="..\source\Simulator\FireSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\FluidSimulator.h"
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RelativePath="..\source\Simulator\FireSimulator.h"
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>
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</File>
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<File
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RelativePath="..\source\LavaSimulator.cpp"
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RelativePath="..\source\Simulator\FluidSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\LavaSimulator.h"
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RelativePath="..\source\Simulator\FluidSimulator.h"
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>
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</File>
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<File
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RelativePath="..\source\RedstoneSimulator.cpp"
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RelativePath="..\source\Simulator\RedstoneSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\RedstoneSimulator.h"
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RelativePath="..\source\Simulator\RedstoneSimulator.h"
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>
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</File>
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<File
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RelativePath="..\source\SandSimulator.cpp"
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RelativePath="..\source\Simulator\SandSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\SandSimulator.h"
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RelativePath="..\source\Simulator\SandSimulator.h"
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>
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</File>
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<File
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RelativePath="..\source\Simulator.cpp"
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RelativePath="..\source\Simulator\Simulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\Simulator.h"
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RelativePath="..\source\Simulator\Simulator.h"
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>
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</File>
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<File
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RelativePath="..\source\SimulatorManager.cpp"
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RelativePath="..\source\Simulator\SimulatorManager.cpp"
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>
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</File>
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<File
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RelativePath="..\source\SimulatorManager.h"
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>
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</File>
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<File
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RelativePath="..\source\WaterSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\WaterSimulator.h"
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RelativePath="..\source\Simulator\SimulatorManager.h"
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>
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</File>
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</Filter>
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@ -4,7 +4,7 @@
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#include "../Item.h"
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#include "../World.h"
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#include "../Player.h"
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#include "../RedstoneSimulator.h"
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#include "../Simulator/RedstoneSimulator.h"
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@ -8,8 +8,6 @@
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#include "Chunk.h"
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#include "World.h"
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#include "WaterSimulator.h"
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#include "LavaSimulator.h"
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#include "ClientHandle.h"
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#include "Server.h"
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#include "zlib.h"
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@ -1,692 +0,0 @@
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#include "Globals.h"
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#include <set>
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#include <queue>
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#include "FluidSimulator.h"
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#include "World.h"
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#include "Vector3i.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include "Item.h"
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#include "Blocks/BlockHandler.h"
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//#define DEBUG_FLUID
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#ifdef DEBUG_FLUID
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#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ )
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#else
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#define LOG_FLUID(...)
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#endif
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class cFluidSimulator::FluidData
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{
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public:
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FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
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: m_ActiveFluid( new std::set < Vector3i >() )
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, m_Simulator (a_Simulator)
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, m_Buffer( new std::set< Vector3i >() )
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, m_World( a_World )
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{}
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~FluidData()
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{
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delete m_Buffer;
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delete m_ActiveFluid;
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}
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void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ),
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Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ),
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Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ),
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Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ),
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};
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for(int i=0; i<4; i++)
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{
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Vector3i cur = LevelPoints[i];
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switch(m_Relief[cur.x][cur.z])
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{
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case E_HOLE:
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{
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m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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m_CurResult|=m_StartSide[cur.x][cur.z];
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m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
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LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
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}break;
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case E_BLOCK:
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{}break;
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case E_PLAIN:
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{
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if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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{
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m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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m_WaveQueue.push(cur);
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}
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else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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{
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m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
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}
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LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
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}
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}
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}
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}
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std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
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{
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std::vector< Vector3i > Points; //result
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Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2);
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//TODO: rewrite without relief, get blocks directly in algorithm
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for(int x=0; x<AREA_WIDTH; x++)
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{
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for(int z=0; z<AREA_WIDTH; z++)
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{
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char UpperBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z );
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char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z );
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if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock)))
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{
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m_Relief[x][z] = E_BLOCK;
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}
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else if(m_Simulator->IsSolidBlock(DownBlock))
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{
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m_Relief[x][z] = E_PLAIN;
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}
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else
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{
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m_Relief[x][z] = E_HOLE;
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}
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m_WayLength[x][z] = 255;
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m_StartSide[x][z] = E_SIDE_NONE;
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}
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LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]);
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}
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m_NearestHole = 5;
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m_CurResult = 0;
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while(!m_WaveQueue.empty()) m_WaveQueue.pop();
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int left = AREA_WIDTH/2 - 1;
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int right = AREA_WIDTH/2 + 1;
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int center = AREA_WIDTH/2;
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Vector3i r(right, 0, center); //right block
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Vector3i l(left, 0, center); //left block
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Vector3i f(center, 0, right); //front block
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Vector3i b(center, 0, left); //back block
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Vector3i c(center, 0, center); //center block
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m_WayLength[c.x][c.z] = 0;
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Vector3i Nearest[] = {r, l, f, b};
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unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
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for(int i=0; i<4; i++)
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{
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Vector3i cur = Nearest[i];
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switch(m_Relief[cur.x][cur.z])
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{
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case E_HOLE:
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{
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m_StartSide[cur.x][cur.z] = Sides[i];
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m_CurResult |= m_StartSide[cur.x][cur.z];
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m_NearestHole = 1;
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LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
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}break;
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case E_BLOCK:
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{}break;
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case E_PLAIN:
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{
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m_WaveQueue.push(cur);
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m_StartSide[cur.x][cur.z] = Sides[i];
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m_WayLength[cur.x][cur.z] = 1;
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LOG_FLUID("Plain found: %d", int(Sides[i]));
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}
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}
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}
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Vector3i curBlock;
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bool bContinue = !m_WaveQueue.empty();
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if(!m_WaveQueue.empty())
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{
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curBlock = m_WaveQueue.front();
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bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
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}
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while(bContinue)
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{
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LOG_FLUID("while iteration" );
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curBlock = m_WaveQueue.front();
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UpdateWave(CornerGlobal, curBlock);
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m_WaveQueue.pop();
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bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
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}
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if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z ));
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if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z ));
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if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 ));
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if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 ));
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if(Points.empty())
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_X-1, a_Y, a_Z ),
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Vector3i( a_X+1, a_Y, a_Z ),
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Vector3i( a_X, a_Y, a_Z-1 ),
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Vector3i( a_X, a_Y, a_Z+1 ),
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};
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for( int i = 0; i < 4; ++i )
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{
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char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
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if( m_Simulator->IsPassableForFluid(Block) )
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Points.push_back( LevelPoints[i] );
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}
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}
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return Points;
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}
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std::set< Vector3i >* m_ActiveFluid;
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std::set< Vector3i >* m_Buffer;
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cWorld* m_World;
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cFluidSimulator *m_Simulator;
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const static int AREA_WIDTH = 11;
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const static unsigned char E_SIDE_RIGHT = 0x10;
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const static unsigned char E_SIDE_LEFT = 0x20;
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const static unsigned char E_SIDE_FRONT = 0x40;
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const static unsigned char E_SIDE_BACK = 0x80;
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const static unsigned char E_SIDE_NONE = 0x00;
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enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2};
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eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
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unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
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unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
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std::queue<Vector3i> m_WaveQueue;
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int m_NearestHole;
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unsigned char m_CurResult;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Data(0)
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{
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m_Data = new FluidData(a_World, this);
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}
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cFluidSimulator::~cFluidSimulator()
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{
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delete m_Data;
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}
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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char BlockType = m_World->GetBlock(a_X, a_Y, a_Z);
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if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn´t have to iterate through all blocks
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{
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return;
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}
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std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = m_MaxHeight + m_FlowReduction;
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
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{ \
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char Meta; \
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if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
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else if( Meta == m_MaxHeight + m_FlowReduction ) Max = 0; \
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if( Max == 0 ) return 0; \
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}
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__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
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return Max;
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}
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void cFluidSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if (m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
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{
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return;
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}
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std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
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m_Data->m_ActiveFluid->clear();
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std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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||||
{
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||||
const Vector3i & pos = *itr;
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||||
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if(UniqueSituation(pos))
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{
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continue;
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}
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||||
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||||
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
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||||
if( IsAllowedBlock( BlockID ) ) // only care about own fluid
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||||
{
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bool bIsFed = false;
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||||
char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
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char Feed = Meta;
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if( BlockID == m_StationaryFluidBlock) Meta = 0;
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if( Meta == 8 ) // Falling fluid
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{
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if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
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{
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bIsFed = true;
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Meta = 0; // Make it a full block
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||||
}
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||||
}
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else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
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||||
{
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||||
bIsFed = true;
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||||
}
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||||
else
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||||
{
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||||
if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
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||||
bIsFed = true;
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||||
}
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||||
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||||
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||||
if( bIsFed )
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||||
{
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||||
char DownID = m_World->GetBlock(pos.x, pos.y - 1, pos.z);
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||||
bool bWashedAwayItem = CanWashAway(DownID);
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||||
if ((IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryBlock(DownID) ) // free for fluid
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||||
{
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||||
if (bWashedAwayItem)
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||||
{
|
||||
cBlockHandler * Handler = BlockHandler(DownID);
|
||||
if (Handler->DoesDropOnUnsuitable())
|
||||
{
|
||||
Handler->DropBlock(m_World, pos.x, pos.y - 1, pos.z);
|
||||
}
|
||||
}
|
||||
if (pos.y > 0)
|
||||
{
|
||||
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
|
||||
AddBlock( pos.x, pos.y-1, pos.z );
|
||||
ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
|
||||
}
|
||||
}
|
||||
if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // Not falling
|
||||
{
|
||||
if( Feed + m_FlowReduction < Meta )
|
||||
{
|
||||
m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
|
||||
AddBlock( pos.x, pos.y, pos.z );
|
||||
ApplyUniqueToNearest(pos);
|
||||
}
|
||||
else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
|
||||
{
|
||||
std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
|
||||
for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
|
||||
{
|
||||
Vector3i & p = *itr;
|
||||
char BlockID = m_World->GetBlock( p.x, p.y, p.z );
|
||||
bool bWashedAwayItem = CanWashAway( BlockID );
|
||||
|
||||
if (!IsPassableForFluid(BlockID)) continue;
|
||||
|
||||
if (!IsAllowedBlock(BlockID))
|
||||
{
|
||||
if (bWashedAwayItem)
|
||||
{
|
||||
cBlockHandler * Handler = BlockHandler(DownID);
|
||||
if (Handler->DoesDropOnUnsuitable())
|
||||
{
|
||||
Handler->DropBlock(m_World, p.x, p.y, p.z);
|
||||
}
|
||||
}
|
||||
|
||||
if (p.y == pos.y)
|
||||
{
|
||||
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
|
||||
}
|
||||
AddBlock( p.x, p.y, p.z );
|
||||
ApplyUniqueToNearest(p);
|
||||
}
|
||||
else // it's fluid
|
||||
{
|
||||
char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
|
||||
if( PointMeta > Meta + m_FlowReduction )
|
||||
{
|
||||
AddBlock( p.x, p.y, p.z );
|
||||
ApplyUniqueToNearest(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else// not fed
|
||||
{
|
||||
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
|
||||
WakeUp( pos.x, pos.y, pos.z );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
|
||||
{
|
||||
return a_BlockType == E_BLOCK_AIR
|
||||
|| a_BlockType == E_BLOCK_FIRE
|
||||
|| IsAllowedBlock(a_BlockType)
|
||||
|| CanWashAway(a_BlockType);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFluidSimulator::IsStationaryBlock (BLOCKTYPE a_BlockType)
|
||||
{
|
||||
return a_BlockType == m_StationaryFluidBlock;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFluidSimulator::CanWashAway( BLOCKTYPE a_BlockType )
|
||||
{
|
||||
switch( a_BlockType )
|
||||
{
|
||||
case E_BLOCK_YELLOW_FLOWER:
|
||||
case E_BLOCK_RED_ROSE:
|
||||
case E_BLOCK_RED_MUSHROOM:
|
||||
case E_BLOCK_BROWN_MUSHROOM:
|
||||
case E_BLOCK_CACTUS:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
|
||||
{
|
||||
return !(a_BlockType == E_BLOCK_AIR
|
||||
|| a_BlockType == E_BLOCK_FIRE
|
||||
|| IsBlockLava(a_BlockType)
|
||||
|| IsBlockWater(a_BlockType)
|
||||
|| CanWashAway(a_BlockType));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//TODO Not working very well yet :s
|
||||
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
|
||||
{
|
||||
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
||||
if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
|
||||
return NONE;
|
||||
|
||||
|
||||
/*
|
||||
Disabled because of causing problems and beeing useless atm
|
||||
char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
|
||||
if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
|
||||
return Y_MINUS;
|
||||
*/
|
||||
|
||||
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
|
||||
int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
|
||||
|
||||
if(IsAllowedBlock(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
|
||||
{
|
||||
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
|
||||
}
|
||||
|
||||
std::vector< Vector3i * > Points;
|
||||
|
||||
Points.reserve(4); //Already allocate 4 places :D
|
||||
|
||||
//add blocks around the checking pos
|
||||
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
|
||||
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
|
||||
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
|
||||
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
|
||||
|
||||
for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
|
||||
{
|
||||
Vector3i *Pos = (*it);
|
||||
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
|
||||
if(IsAllowedBlock(BlockID))
|
||||
{
|
||||
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
|
||||
|
||||
if(Meta > LowestPoint)
|
||||
{
|
||||
LowestPoint = Meta;
|
||||
X = Pos->x;
|
||||
Y = Pos->y;
|
||||
Z = Pos->z;
|
||||
}
|
||||
}else if(BlockID == E_BLOCK_AIR)
|
||||
{
|
||||
LowestPoint = 9; //This always dominates
|
||||
X = Pos->x;
|
||||
Y = Pos->y;
|
||||
Z = Pos->z;
|
||||
|
||||
}
|
||||
delete Pos;
|
||||
}
|
||||
|
||||
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
|
||||
return NONE;
|
||||
|
||||
if(a_X - X > 0)
|
||||
{
|
||||
return X_MINUS;
|
||||
}
|
||||
|
||||
if(a_X - X < 0)
|
||||
{
|
||||
return X_PLUS;
|
||||
}
|
||||
|
||||
if(a_Z - Z > 0)
|
||||
{
|
||||
return Z_MINUS;
|
||||
}
|
||||
|
||||
if(a_Z - Z < 0)
|
||||
{
|
||||
return Z_PLUS;
|
||||
}
|
||||
|
||||
return NONE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
|
||||
char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
|
||||
|
||||
if(IsBlockWater(BlockId))
|
||||
{
|
||||
|
||||
char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
|
||||
if(IsBlockLava(UpperBlock))
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
|
||||
}
|
||||
|
||||
|
||||
if(BlockId != E_BLOCK_STATIONARY_WATER)
|
||||
{
|
||||
char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
|
||||
if(IsSolidBlock(DownBlockId))
|
||||
{
|
||||
Vector3i LevelPoints [] = {
|
||||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||||
};
|
||||
int SourceBlocksCount = 0;
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER)
|
||||
{
|
||||
SourceBlocksCount++;
|
||||
}
|
||||
}
|
||||
if(SourceBlocksCount>=2)
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if(IsBlockLava(BlockId))
|
||||
{
|
||||
bool bWater = false;
|
||||
|
||||
char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
|
||||
if (IsBlockWater(UpperBlock))
|
||||
{
|
||||
bWater = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3i LevelPoints [] = {
|
||||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||||
};
|
||||
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)))
|
||||
{
|
||||
bWater = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(bWater)
|
||||
{
|
||||
if(BlockId == E_BLOCK_STATIONARY_LAVA)
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
else if (Meta<m_MaxHeight)
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
|
||||
{
|
||||
Vector3i NearPoints [] = {
|
||||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z )
|
||||
};
|
||||
|
||||
for(int i=0; i<5; i++)
|
||||
{
|
||||
UniqueSituation(NearPoints[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -1,55 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Simulator.h"
|
||||
#include "Vector3i.h"
|
||||
|
||||
|
||||
//TODO This definitly needs a better naming :D but how?
|
||||
enum Direction
|
||||
{
|
||||
X_PLUS,
|
||||
X_MINUS,
|
||||
Y_PLUS,
|
||||
Y_MINUS,
|
||||
Z_PLUS,
|
||||
Z_MINUS,
|
||||
NONE
|
||||
};
|
||||
|
||||
class Vector3i;
|
||||
class cWorld;
|
||||
class cFluidSimulator : public cSimulator
|
||||
{
|
||||
public:
|
||||
cFluidSimulator( cWorld* a_World );
|
||||
~cFluidSimulator();
|
||||
|
||||
virtual void Simulate( float a_Dt );
|
||||
|
||||
//Gets the flowing direction. if a_Over is true also the block over the current block affects the direction (standard)
|
||||
Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
|
||||
|
||||
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) = 0;
|
||||
virtual bool IsStationaryBlock( BLOCKTYPE a_BlockType);
|
||||
virtual bool IsPassableForFluid( BLOCKTYPE a_BlockType );
|
||||
bool CanWashAway( BLOCKTYPE a_BlockType );
|
||||
bool IsSolidBlock(BLOCKTYPE a_BlockType);
|
||||
protected:
|
||||
virtual void AddBlock( int a_X, int a_Y, int a_Z);
|
||||
char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
|
||||
|
||||
bool UniqueSituation(Vector3i a_Pos); //Applys special for this fluid rules like generation of water betwin sources, returns false if it is necessary to apply general rules
|
||||
void ApplyUniqueToNearest(Vector3i a_Pos);
|
||||
|
||||
float m_Timer;
|
||||
|
||||
class FluidData;
|
||||
FluidData* m_Data;
|
||||
|
||||
//Customize
|
||||
BLOCKTYPE m_FluidBlock;
|
||||
BLOCKTYPE m_StationaryFluidBlock;
|
||||
char m_MaxHeight;
|
||||
char m_FlowReduction;
|
||||
|
||||
};
|
@ -159,6 +159,8 @@ typedef unsigned short UInt16;
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <set>
|
||||
#include <queue>
|
||||
|
||||
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
#include "ClientHandle.h"
|
||||
#include "Inventory.h"
|
||||
#include "World.h"
|
||||
#include "WaterSimulator.h"
|
||||
#include "Simulator/FluidSimulator.h"
|
||||
#include "Server.h"
|
||||
#include "Player.h"
|
||||
#include "PluginManager.h"
|
||||
@ -157,11 +157,9 @@ void cPickup::HandlePhysics(float a_Dt)
|
||||
if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
|
||||
}
|
||||
|
||||
|
||||
//get flowing direction
|
||||
// get flowing direction
|
||||
Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos.x - 1, (int) m_Pos.y, (int) m_Pos.z - 1);
|
||||
|
||||
|
||||
m_WaterSpeed *= 0.9f; //Keep old speed but lower it
|
||||
|
||||
switch(WaterDir)
|
||||
|
@ -1,33 +0,0 @@
|
||||
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "Simulator.h"
|
||||
#include "World.h"
|
||||
#include "Vector3i.h"
|
||||
#include "BlockID.h"
|
||||
#include "Defines.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cSimulator::cSimulator( cWorld* a_World )
|
||||
: m_World(a_World)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
cSimulator::~cSimulator()
|
||||
{
|
||||
}
|
||||
|
||||
void cSimulator::WakeUp( int a_X, int a_Y, int a_Z )
|
||||
{
|
||||
AddBlock( a_X, a_Y, a_Z );
|
||||
AddBlock( a_X-1, a_Y, a_Z );
|
||||
AddBlock( a_X+1, a_Y, a_Z );
|
||||
AddBlock( a_X, a_Y-1, a_Z );
|
||||
AddBlock( a_X, a_Y+1, a_Z );
|
||||
AddBlock( a_X, a_Y, a_Z-1 );
|
||||
AddBlock( a_X, a_Y, a_Z+1 );
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
class Vector3i;
|
||||
class cWorld;
|
||||
class cSimulator
|
||||
{
|
||||
public:
|
||||
cSimulator( cWorld* a_World );
|
||||
~cSimulator();
|
||||
|
||||
virtual void Simulate( float a_Dt ) = 0;
|
||||
virtual void WakeUp( int a_X, int a_Y, int a_Z );
|
||||
|
||||
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) = 0;
|
||||
|
||||
protected:
|
||||
virtual void AddBlock(int a_X, int a_Y, int a_Z) = 0;
|
||||
|
||||
cWorld * m_World;
|
||||
};
|
58
source/Simulator/ClassicFluidSimulator.h
Normal file
58
source/Simulator/ClassicFluidSimulator.h
Normal file
@ -0,0 +1,58 @@
|
||||
|
||||
// ClassicFluidSimulator.h
|
||||
|
||||
// Interfaces to the cClassicFluidSimulator class representing the original MCServer's fluid simulator
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "FluidSimulator.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cClassicFluidSimulator :
|
||||
public cFluidSimulator
|
||||
{
|
||||
public:
|
||||
cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff);
|
||||
~cClassicFluidSimulator();
|
||||
|
||||
// cSimulator overrides:
|
||||
virtual void Simulate(float a_Dt) override;
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
|
||||
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
|
||||
|
||||
// cFluidSimulator overrides:
|
||||
virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
|
||||
|
||||
bool CanWashAway (BLOCKTYPE a_BlockType);
|
||||
bool IsSolidBlock(BLOCKTYPE a_BlockType);
|
||||
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
|
||||
|
||||
protected:
|
||||
NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/// Applies special rules such as generation of water between sources, returns false if it is necessary to apply general rules
|
||||
bool UniqueSituation(Vector3i a_Pos);
|
||||
|
||||
void ApplyUniqueToNearest(Vector3i a_Pos);
|
||||
|
||||
float m_Timer;
|
||||
|
||||
// fwd: ClassicFluidSimulator.cpp
|
||||
class FluidData;
|
||||
|
||||
FluidData * m_Data;
|
||||
|
||||
NIBBLETYPE m_MaxHeight;
|
||||
NIBBLETYPE m_Falloff;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
@ -2,10 +2,13 @@
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "FireSimulator.h"
|
||||
#include "World.h"
|
||||
#include "Vector3i.h"
|
||||
#include "BlockID.h"
|
||||
#include "Defines.h"
|
||||
#include "../World.h"
|
||||
#include "../BlockID.h"
|
||||
#include "../Defines.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cFireSimulator::cFireSimulator( cWorld* a_World )
|
||||
: cSimulator(a_World)
|
||||
@ -13,9 +16,12 @@ cFireSimulator::cFireSimulator( cWorld* a_World )
|
||||
, m_Buffer(new BlockList)
|
||||
, m_BurningBlocks(new BlockList)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cFireSimulator::~cFireSimulator()
|
||||
{
|
||||
delete m_Buffer;
|
||||
@ -23,6 +29,10 @@ cFireSimulator::~cFireSimulator()
|
||||
delete m_BurningBlocks;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cFireSimulator::Simulate( float a_Dt )
|
||||
{
|
||||
m_Buffer->clear();
|
||||
@ -48,12 +58,19 @@ void cFireSimulator::Simulate( float a_Dt )
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFireSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
|
||||
{
|
||||
return a_BlockType == E_BLOCK_FIRE
|
||||
|| IsBlockLava(a_BlockType);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
|
||||
{
|
||||
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
||||
@ -72,17 +89,29 @@ void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
|
||||
{
|
||||
m_Blocks->push_back( Vector3i(a_X, a_Y, a_Z) );
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFireSimulator::IsForeverBurnable( BLOCKTYPE a_BlockType )
|
||||
{
|
||||
return a_BlockType == E_BLOCK_BLOODSTONE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType )
|
||||
{
|
||||
return a_BlockType == E_BLOCK_PLANKS
|
||||
@ -95,11 +124,19 @@ bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType )
|
||||
|| a_BlockType == E_BLOCK_VINES;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFireSimulator::FiresForever( BLOCKTYPE a_BlockType )
|
||||
{
|
||||
return a_BlockType != E_BLOCK_FIRE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
|
||||
{
|
||||
return BurnBlock(a_X + 1, a_Y, a_Z)
|
||||
@ -110,6 +147,10 @@ bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
|
||||
|| BurnBlock(a_X, a_Y, a_Z - 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
|
||||
{
|
||||
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
||||
@ -130,4 +171,8 @@ bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -2,14 +2,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "Simulator.h"
|
||||
#include "BlockEntity.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class Vector3i;
|
||||
class cWorld;
|
||||
#include "../BlockEntity.h"
|
||||
|
||||
|
||||
|
||||
@ -31,7 +24,7 @@ public:
|
||||
|
||||
protected:
|
||||
virtual void AddBlock(int a_X, int a_Y, int a_Z) override;
|
||||
virtual void _AddBlock(int a_X, int a_Y, int a_Z);
|
||||
virtual void _AddBlock(int a_X, int a_Y, int a_Z); // _X 2012_10_13: WTF? what kind of naming is this? Use proper names!
|
||||
virtual bool BurnBlockAround(int a_X, int a_Y, int a_Z);
|
||||
virtual bool BurnBlock(int a_X, int a_Y, int a_Z);
|
||||
|
19
source/Simulator/FluidSimulator.cpp
Normal file
19
source/Simulator/FluidSimulator.cpp
Normal file
@ -0,0 +1,19 @@
|
||||
|
||||
#include "Globals.h"
|
||||
|
||||
#include "FluidSimulator.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
|
||||
super(a_World),
|
||||
m_FluidBlock(a_Fluid),
|
||||
m_StationaryFluidBlock(a_StationaryFluid)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
47
source/Simulator/FluidSimulator.h
Normal file
47
source/Simulator/FluidSimulator.h
Normal file
@ -0,0 +1,47 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Simulator.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
enum Direction
|
||||
{
|
||||
X_PLUS,
|
||||
X_MINUS,
|
||||
Y_PLUS,
|
||||
Y_MINUS,
|
||||
Z_PLUS,
|
||||
Z_MINUS,
|
||||
NONE
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cFluidSimulator :
|
||||
public cSimulator
|
||||
{
|
||||
typedef cSimulator super;
|
||||
|
||||
public:
|
||||
cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
|
||||
|
||||
// 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) = 0;
|
||||
|
||||
bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
|
||||
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
|
||||
|
||||
protected:
|
||||
BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
|
||||
BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -2,10 +2,10 @@
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "RedstoneSimulator.h"
|
||||
#include "Piston.h"
|
||||
#include "World.h"
|
||||
#include "BlockID.h"
|
||||
#include "Torch.h"
|
||||
#include "../Piston.h"
|
||||
#include "../World.h"
|
||||
#include "../BlockID.h"
|
||||
#include "../Torch.h"
|
||||
|
||||
|
||||
|
@ -2,7 +2,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "Simulator.h"
|
||||
#include "Vector3i.h"
|
||||
|
||||
|
||||
|
@ -2,11 +2,10 @@
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "SandSimulator.h"
|
||||
#include "World.h"
|
||||
#include "Vector3i.h"
|
||||
#include "BlockID.h"
|
||||
#include "Defines.h"
|
||||
#include "FallingBlock.h"
|
||||
#include "../World.h"
|
||||
#include "../BlockID.h"
|
||||
#include "../Defines.h"
|
||||
#include "../FallingBlock.h"
|
||||
|
||||
|
||||
|
@ -2,14 +2,8 @@
|
||||
#pragma once
|
||||
|
||||
#include "Simulator.h"
|
||||
#include "BlockEntity.h"
|
||||
#include "Vector3i.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cWorld;
|
||||
#include "../BlockEntity.h"
|
||||
#include "../Vector3i.h"
|
||||
|
||||
|
||||
|
44
source/Simulator/Simulator.cpp
Normal file
44
source/Simulator/Simulator.cpp
Normal file
@ -0,0 +1,44 @@
|
||||
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "Simulator.h"
|
||||
#include "../World.h"
|
||||
#include "../Vector3i.h"
|
||||
#include "../BlockID.h"
|
||||
#include "../Defines.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cSimulator::cSimulator( cWorld* a_World )
|
||||
: m_World(a_World)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cSimulator::~cSimulator()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ);
|
||||
AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
|
||||
AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
|
||||
AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
|
||||
AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
|
||||
AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
38
source/Simulator/Simulator.h
Normal file
38
source/Simulator/Simulator.h
Normal file
@ -0,0 +1,38 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../Vector3i.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cWorld;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cSimulator
|
||||
{
|
||||
public:
|
||||
cSimulator(cWorld * a_World);
|
||||
virtual ~cSimulator();
|
||||
|
||||
/// Called in each tick, a_Dt is the time passed since the last tick
|
||||
virtual void Simulate(float a_Dt) = 0;
|
||||
|
||||
/// Called when a block changes via cWorld::SetBlock()
|
||||
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
|
||||
|
||||
protected:
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
|
||||
|
||||
cWorld * m_World;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
@ -42,11 +42,11 @@ void cSimulatorManager::Simulate( float a_Dt )
|
||||
|
||||
|
||||
|
||||
void cSimulatorManager::WakeUp(int a_X, int a_Y, int a_Z)
|
||||
void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr )
|
||||
{
|
||||
(*itr)->first->WakeUp(a_X, a_Y, a_Z);
|
||||
(*itr)->first->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
|
||||
}
|
||||
}
|
||||
|
@ -12,12 +12,14 @@
|
||||
#include "Root.h"
|
||||
#include "../iniFile/iniFile.h"
|
||||
#include "ChunkMap.h"
|
||||
#include "SimulatorManager.h"
|
||||
#include "WaterSimulator.h"
|
||||
#include "LavaSimulator.h"
|
||||
#include "FireSimulator.h"
|
||||
#include "SandSimulator.h"
|
||||
#include "RedstoneSimulator.h"
|
||||
|
||||
// Simulators:
|
||||
#include "Simulator/SimulatorManager.h"
|
||||
#include "Simulator/ClassicFluidSimulator.h"
|
||||
#include "Simulator/FluidSimulator.h"
|
||||
#include "Simulator/FireSimulator.h"
|
||||
#include "Simulator/SandSimulator.h"
|
||||
#include "Simulator/RedstoneSimulator.h"
|
||||
|
||||
// Mobs:
|
||||
#include "Mobs/Chicken.h"
|
||||
@ -288,11 +290,11 @@ cWorld::cWorld( const AString & a_WorldName )
|
||||
m_BlockTickQueue.reserve(1000);
|
||||
m_BlockTickQueueCopy.reserve(1000);
|
||||
|
||||
//Simulators:
|
||||
m_WaterSimulator = new cWaterSimulator( this );
|
||||
m_LavaSimulator = new cLavaSimulator( this );
|
||||
m_SandSimulator = new cSandSimulator(this);
|
||||
m_FireSimulator = new cFireSimulator(this);
|
||||
// Simulators:
|
||||
m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
|
||||
m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
|
||||
m_SandSimulator = new cSandSimulator(this);
|
||||
m_FireSimulator = new cFireSimulator(this);
|
||||
m_RedstoneSimulator = new cRedstoneSimulator(this);
|
||||
|
||||
m_SimulatorManager = new cSimulatorManager();
|
||||
@ -2153,3 +2155,44 @@ bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
|
||||
|
||||
|
||||
cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
|
||||
{
|
||||
AString SimulatorNameKey;
|
||||
Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
|
||||
AString SimulatorSectionName;
|
||||
Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
|
||||
AString SimulatorName = a_IniFile.GetValue("Physics", SimulatorNameKey, "");
|
||||
if (SimulatorName.empty())
|
||||
{
|
||||
LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
|
||||
SimulatorName = "Classic";
|
||||
}
|
||||
|
||||
cFluidSimulator * res = NULL;
|
||||
/*
|
||||
// TODO: other fluid simulators
|
||||
if (NoCaseCompare(SimulatorName, "floody") == 0)
|
||||
{
|
||||
// TODO: Floody simulator params
|
||||
res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock);
|
||||
}
|
||||
else
|
||||
*/
|
||||
{
|
||||
if (NoCaseCompare(SimulatorName, "classic") != 0)
|
||||
{
|
||||
// The simulator name doesn't match anything we have, issue a warning:
|
||||
LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
|
||||
}
|
||||
int DefaultFalloff = (strcmp(a_FluidName, "Water") == 0) ? 1 : 2;
|
||||
int DefaultMaxHeight = (strcmp(a_FluidName, "Water") == 0) ? 7 : 6;
|
||||
int Falloff = a_IniFile.GetValueI(SimulatorSectionName, "Falloff", DefaultFalloff);
|
||||
int MaxHeight = a_IniFile.GetValueI(SimulatorSectionName, "MaxHeight", DefaultMaxHeight);
|
||||
res = new cClassicFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff);
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
|
||||
#define MAX_PLAYERS 65535
|
||||
|
||||
#include "SimulatorManager.h"
|
||||
#include "Simulator/SimulatorManager.h"
|
||||
#include "MersenneTwister.h"
|
||||
#include "ChunkMap.h"
|
||||
#include "WorldStorage/WorldStorage.h"
|
||||
@ -27,8 +27,7 @@
|
||||
|
||||
class cRedstone;
|
||||
class cFireSimulator;
|
||||
class cWaterSimulator;
|
||||
class cLavaSimulator;
|
||||
class cFluidSimulator;
|
||||
class cSandSimulator;
|
||||
class cRedstoneSimulator;
|
||||
class cItem;
|
||||
@ -279,9 +278,10 @@ public:
|
||||
const double & GetSpawnY(void) const { return m_SpawnY; } // tolua_export
|
||||
const double & GetSpawnZ(void) const { return m_SpawnZ; } // tolua_export
|
||||
|
||||
inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
|
||||
inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
|
||||
inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
|
||||
inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager; }
|
||||
|
||||
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
|
||||
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
|
||||
|
||||
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
|
||||
bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
|
||||
@ -429,8 +429,8 @@ private:
|
||||
|
||||
cSimulatorManager * m_SimulatorManager;
|
||||
cSandSimulator * m_SandSimulator;
|
||||
cWaterSimulator * m_WaterSimulator;
|
||||
cLavaSimulator * m_LavaSimulator;
|
||||
cFluidSimulator * m_WaterSimulator;
|
||||
cFluidSimulator * m_LavaSimulator;
|
||||
cFireSimulator * m_FireSimulator;
|
||||
cRedstoneSimulator * m_RedstoneSimulator;
|
||||
|
||||
@ -488,6 +488,9 @@ private:
|
||||
void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
|
||||
|
||||
void RemoveEntity( cEntity * a_Entity );
|
||||
|
||||
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
|
||||
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
||||
}; //tolua_export
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user