1a127f5510
Note that cItems is used in the function signature but not yet exported in the API, TODO! git-svn-id: http://mc-server.googlecode.com/svn/trunk@1176 0a769ca7-a7f5-676a-18bf-c427514a06d6
576 lines
15 KiB
C++
576 lines
15 KiB
C++
|
||
// ClassicFluidSimulator.cpp
|
||
|
||
// Implements the cClassicFluidSimulator class representing the original MCServer's fluid simulator
|
||
|
||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||
|
||
#include "ClassicFluidSimulator.h"
|
||
#include "../World.h"
|
||
#include "../BlockID.h"
|
||
#include "../Defines.h"
|
||
#include "../Item.h"
|
||
#include "../Blocks/BlockHandler.h"
|
||
|
||
|
||
|
||
|
||
|
||
|
||
// #define DEBUG_FLUID
|
||
|
||
#ifdef DEBUG_FLUID
|
||
#define LOG_FLUID(...) LOGD( __VA_ARGS__ )
|
||
#else
|
||
#define LOG_FLUID(...)
|
||
#endif
|
||
|
||
|
||
|
||
|
||
|
||
class cClassicFluidSimulator::FluidData
|
||
{
|
||
public:
|
||
FluidData(cWorld * a_World, cClassicFluidSimulator * a_Simulator )
|
||
: m_ActiveFluid( new std::set < Vector3i >() )
|
||
, m_Simulator (a_Simulator)
|
||
, m_Buffer( new std::set< Vector3i >() )
|
||
, m_World( a_World )
|
||
{
|
||
}
|
||
|
||
|
||
~FluidData()
|
||
{
|
||
delete m_Buffer;
|
||
delete m_ActiveFluid;
|
||
}
|
||
|
||
|
||
void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
|
||
{
|
||
Vector3i LevelPoints [] = {
|
||
Vector3i(a_CurBlock.x - 1, a_CurBlock.y, a_CurBlock.z),
|
||
Vector3i(a_CurBlock.x + 1, a_CurBlock.y, a_CurBlock.z),
|
||
Vector3i(a_CurBlock.x, a_CurBlock.y, a_CurBlock.z - 1),
|
||
Vector3i(a_CurBlock.x, a_CurBlock.y, a_CurBlock.z + 1),
|
||
};
|
||
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
Vector3i cur = LevelPoints[i];
|
||
switch (m_Relief[cur.x][cur.z])
|
||
{
|
||
case E_HOLE:
|
||
{
|
||
m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
|
||
m_CurResult|=m_StartSide[cur.x][cur.z];
|
||
m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
|
||
LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
|
||
LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
|
||
break;
|
||
}
|
||
|
||
case E_BLOCK:
|
||
{
|
||
break;
|
||
}
|
||
|
||
case E_PLAIN:
|
||
{
|
||
if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
|
||
{
|
||
m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
|
||
m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
|
||
m_WaveQueue.push(cur);
|
||
}
|
||
else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
|
||
{
|
||
m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
|
||
}
|
||
LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
std::vector< Vector3i > GetLowestPoints(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||
{
|
||
std::vector< Vector3i > Points; // result
|
||
|
||
Vector3i CornerGlobal(a_BlockX - AREA_WIDTH / 2, a_BlockY, a_BlockZ - AREA_WIDTH / 2);
|
||
|
||
// TODO: Rewrite without relief, get blocks directly in algorithm
|
||
for (int x = 0; x < AREA_WIDTH; x++)
|
||
{
|
||
for (int z = 0; z < AREA_WIDTH; z++)
|
||
{
|
||
char UpperBlock = m_World->GetBlock(CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z);
|
||
char DownBlock = m_World->GetBlock(CornerGlobal.x + x, CornerGlobal.y - 1, CornerGlobal.z + z);
|
||
|
||
if (m_Simulator->IsSolidBlock(UpperBlock) || (m_Simulator->IsStationaryFluidBlock(UpperBlock)))
|
||
{
|
||
m_Relief[x][z] = E_BLOCK;
|
||
}
|
||
else if (m_Simulator->IsSolidBlock(DownBlock))
|
||
{
|
||
m_Relief[x][z] = E_PLAIN;
|
||
}
|
||
else
|
||
{
|
||
m_Relief[x][z] = E_HOLE;
|
||
}
|
||
m_WayLength[x][z] = 255;
|
||
m_StartSide[x][z] = E_SIDE_NONE;
|
||
}
|
||
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]);
|
||
}
|
||
|
||
m_NearestHole = 5;
|
||
m_CurResult = 0;
|
||
while (!m_WaveQueue.empty()) m_WaveQueue.pop(); // _X 2012_10_13: WTF? why not use m_WaveQueue.clear() ?
|
||
|
||
int left = AREA_WIDTH / 2 - 1;
|
||
int right = AREA_WIDTH / 2 + 1;
|
||
int center = AREA_WIDTH / 2;
|
||
|
||
Vector3i r(right, 0, center); // right block
|
||
Vector3i l(left, 0, center); // left block
|
||
Vector3i f(center, 0, right); // front block
|
||
Vector3i b(center, 0, left); // back block
|
||
Vector3i c(center, 0, center); // center block
|
||
|
||
m_WayLength[c.x][c.z] = 0;
|
||
|
||
Vector3i Nearest[] = {r, l, f, b};
|
||
unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
Vector3i cur = Nearest[i];
|
||
switch (m_Relief[cur.x][cur.z])
|
||
{
|
||
case E_HOLE:
|
||
{
|
||
m_StartSide[cur.x][cur.z] = Sides[i];
|
||
m_CurResult |= m_StartSide[cur.x][cur.z];
|
||
m_NearestHole = 1;
|
||
LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
|
||
break;
|
||
}
|
||
|
||
case E_BLOCK:
|
||
{
|
||
break;
|
||
}
|
||
|
||
case E_PLAIN:
|
||
{
|
||
m_WaveQueue.push(cur);
|
||
m_StartSide[cur.x][cur.z] = Sides[i];
|
||
m_WayLength[cur.x][cur.z] = 1;
|
||
LOG_FLUID("Plain found: %d", int(Sides[i]));
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
Vector3i curBlock;
|
||
|
||
bool bContinue = !m_WaveQueue.empty();
|
||
|
||
if (!m_WaveQueue.empty())
|
||
{
|
||
curBlock = m_WaveQueue.front();
|
||
bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
|
||
}
|
||
|
||
while (bContinue)
|
||
{
|
||
LOG_FLUID("while iteration" );
|
||
curBlock = m_WaveQueue.front();
|
||
UpdateWave(CornerGlobal, curBlock);
|
||
m_WaveQueue.pop();
|
||
|
||
bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
|
||
}
|
||
|
||
if (m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ));
|
||
if (m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ));
|
||
if (m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1));
|
||
if (m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1));
|
||
|
||
if (Points.empty())
|
||
{
|
||
Vector3i LevelPoints [] = {
|
||
Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ),
|
||
Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ),
|
||
Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1),
|
||
Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1),
|
||
};
|
||
for (int i = 0; i < 4; ++i)
|
||
{
|
||
char Block = m_World->GetBlock(LevelPoints[i].x, a_BlockY, LevelPoints[i].z);
|
||
if (m_Simulator->IsPassableForFluid(Block))
|
||
{
|
||
Points.push_back(LevelPoints[i]);
|
||
}
|
||
}
|
||
}
|
||
|
||
return Points;
|
||
}
|
||
|
||
std::set< Vector3i > * m_ActiveFluid;
|
||
std::set< Vector3i > * m_Buffer;
|
||
cWorld * m_World;
|
||
cClassicFluidSimulator * m_Simulator;
|
||
|
||
const static int AREA_WIDTH = 11;
|
||
|
||
const static unsigned char E_SIDE_RIGHT = 0x10;
|
||
const static unsigned char E_SIDE_LEFT = 0x20;
|
||
const static unsigned char E_SIDE_FRONT = 0x40;
|
||
const static unsigned char E_SIDE_BACK = 0x80;
|
||
const static unsigned char E_SIDE_NONE = 0x00;
|
||
|
||
enum eRelief
|
||
{
|
||
E_HOLE = 0,
|
||
E_PLAIN = 1,
|
||
E_BLOCK = 2
|
||
};
|
||
|
||
eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
|
||
unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
|
||
unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
|
||
|
||
std::queue<Vector3i> m_WaveQueue;
|
||
|
||
int m_NearestHole;
|
||
unsigned char m_CurResult;
|
||
};
|
||
|
||
|
||
|
||
|
||
|
||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
// cClassicFluidSimulator:
|
||
|
||
cClassicFluidSimulator::cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff) :
|
||
cFluidSimulator(a_World, a_Fluid, a_StationaryFluid),
|
||
m_Data(NULL),
|
||
m_MaxHeight(a_MaxHeight),
|
||
m_Falloff(a_Falloff)
|
||
{
|
||
m_Data = new FluidData(a_World, this);
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
cClassicFluidSimulator::~cClassicFluidSimulator()
|
||
{
|
||
delete m_Data;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||
{
|
||
BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
|
||
if (!IsAllowedBlock(BlockType)) // This should save very much time because it doesn<73>t have to iterate through all blocks
|
||
{
|
||
return;
|
||
}
|
||
|
||
std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
|
||
ActiveFluid.insert(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
NIBBLETYPE cClassicFluidSimulator::GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||
{
|
||
NIBBLETYPE Max = m_MaxHeight + m_Falloff;
|
||
|
||
#define __HIGHLEVEL_CHECK__( x, y, z ) \
|
||
if (IsAllowedBlock(m_World->GetBlock( x, y, z ) ) ) \
|
||
{ \
|
||
NIBBLETYPE Meta; \
|
||
if ((Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
|
||
else if (Meta == m_MaxHeight + m_Falloff) Max = 0; \
|
||
if (Max == 0) return 0; \
|
||
}
|
||
|
||
__HIGHLEVEL_CHECK__(a_BlockX - 1, a_BlockY, a_BlockZ );
|
||
__HIGHLEVEL_CHECK__(a_BlockX + 1, a_BlockY, a_BlockZ );
|
||
__HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ - 1);
|
||
__HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ + 1);
|
||
|
||
return Max;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cClassicFluidSimulator::Simulate(float a_Dt)
|
||
{
|
||
m_Timer += a_Dt;
|
||
|
||
if (m_Data->m_ActiveFluid->empty()) // Nothing to do if there is no active fluid ;) saves very little time ;D
|
||
{
|
||
return;
|
||
}
|
||
|
||
std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
|
||
m_Data->m_ActiveFluid->clear();
|
||
|
||
std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
|
||
for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
|
||
{
|
||
const Vector3i & pos = *itr;
|
||
|
||
if(UniqueSituation(pos))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
|
||
if( IsAllowedBlock( BlockID ) ) // only care about own fluid
|
||
{
|
||
bool bIsFed = false;
|
||
NIBBLETYPE Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
|
||
NIBBLETYPE Feed = Meta;
|
||
if (BlockID == m_StationaryFluidBlock) Meta = 0;
|
||
if (Meta == 8 ) // Falling fluid
|
||
{
|
||
if (IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
|
||
{
|
||
bIsFed = true;
|
||
Meta = 0; // Make it a full block
|
||
}
|
||
}
|
||
else if (Meta < m_Falloff) // It's a full block, so it's always fed
|
||
{
|
||
bIsFed = true;
|
||
}
|
||
else
|
||
{
|
||
if ((Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta)
|
||
bIsFed = true;
|
||
}
|
||
|
||
|
||
if( bIsFed )
|
||
{
|
||
char DownID = m_World->GetBlock(pos.x, pos.y - 1, pos.z);
|
||
bool bWashedAwayItem = CanWashAway(DownID);
|
||
if ((IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryFluidBlock(DownID) ) // free for fluid
|
||
{
|
||
if (bWashedAwayItem)
|
||
{
|
||
cBlockHandler * Handler = BlockHandler(DownID);
|
||
if (Handler->DoesDropOnUnsuitable())
|
||
{
|
||
Handler->DropBlock(m_World, NULL, 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_Falloff < Meta)
|
||
{
|
||
m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_Falloff);
|
||
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, NULL, p.x, p.y, p.z);
|
||
}
|
||
}
|
||
|
||
if (p.y == pos.y)
|
||
{
|
||
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_Falloff);
|
||
}
|
||
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_Falloff)
|
||
{
|
||
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 cClassicFluidSimulator::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 cClassicFluidSimulator::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 < ARRAYCOUNT(NearPoints); i++)
|
||
{
|
||
UniqueSituation(NearPoints[i]);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|