f9dab57d8b
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
94 lines
1.9 KiB
C++
94 lines
1.9 KiB
C++
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// DelayedFluidSimulator.cpp
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// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
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// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
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#include "Globals.h"
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#include "DelayedFluidSimulator.h"
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#include "../World.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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m_Slots = new CoordsArray[a_TickDelay];
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}
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cDelayedFluidSimulator::~cDelayedFluidSimulator()
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{
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delete[] m_Slots;
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m_Slots = NULL;
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}
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void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
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{
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// Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
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return;
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}
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BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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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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// Check for duplicates:
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for (CoordsArray::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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{
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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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}
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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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{
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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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