Fixed DelayedFluidSimulator.
Floody fluid simulator is now woken up properly across chunk borders. git-svn-id: http://mc-server.googlecode.com/svn/trunk@966 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -955,7 +955,7 @@ void cChunk::CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ)
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{
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int BlockX = m_PosX * cChunkDef::Width + a_RelX;
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int BlockZ = m_PosZ * cChunkDef::Width + a_RelZ;
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if (a_RelX < cChunkDef::Width)
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if (a_RelX < cChunkDef::Width - 1)
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{
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m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX + 1, a_RelY, a_RelZ));
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}
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@ -17,7 +17,7 @@ cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld * a_World, BLOCKTYPE a_Flu
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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(a_TickDelay - 1)
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m_CurrentSlotNum(0)
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{
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m_Slots = new CoordsArray[a_TickDelay];
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}
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@ -70,21 +70,22 @@ 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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CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
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// First move to the next slot, so that simulated blocks can write another batch of scheduled blocks:
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m_CurrentSlotNum += 1;
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if (m_CurrentSlotNum >= m_TickDelay)
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int SlotNum = m_CurrentSlotNum + 1;
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if (SlotNum >= m_TickDelay)
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{
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m_CurrentSlotNum = 0;
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SlotNum = 0;
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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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{
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SimulateBlock(itr->x, itr->y, itr->z);
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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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@ -34,7 +34,13 @@ protected:
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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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/*
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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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*/
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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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} ;
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@ -287,15 +287,14 @@ cWorld::cWorld( const AString & a_WorldName )
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m_BlockTickQueueCopy.reserve(1000);
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// Simulators:
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m_SimulatorManager = new cSimulatorManager();
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m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
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m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
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m_SandSimulator = new cSandSimulator(this);
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m_FireSimulator = new cFireSimulator(this);
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m_RedstoneSimulator = new cRedstoneSimulator(this);
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m_SimulatorManager = new cSimulatorManager();
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m_SimulatorManager->RegisterSimulator(m_WaterSimulator, 6);
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m_SimulatorManager->RegisterSimulator(m_LavaSimulator, 12);
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// Water and Lava simulators get registered in InitializeFluidSimulator()
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m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1);
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m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10);
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m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1);
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@ -2172,6 +2171,7 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
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cFluidSimulator * res = NULL;
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bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
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int Rate = 1;
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if (NoCaseCompare(SimulatorName, "floody") == 0)
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{
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int DefaultFalloff = IsWater ? 1 : 2;
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@ -2192,8 +2192,11 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
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int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
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int MaxHeight = a_IniFile.GetValueSetI(SimulatorSectionName, "MaxHeight", DefaultMaxHeight);
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res = new cClassicFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff);
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Rate = IsWater ? 6 : 12;
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}
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m_SimulatorManager->RegisterSimulator(res, Rate);
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return res;
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}
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