* WakeUp is for singular changes (block breaking for example). The simulator should check blocks around the position and discover other affected blocks as it sees fit * AddBlock is for when you know a whole area is to be updated; chunk loading, or area wakeups for example + Prepares for correct handling of destroyed blocks after removal of SolidBlockHandler in the redstone simulator
60 lines
1.0 KiB
C++
60 lines
1.0 KiB
C++
|
|
// VaporizeFluidSimulator.cpp
|
|
|
|
// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
|
|
|
|
#include "Globals.h"
|
|
#include "VaporizeFluidSimulator.h"
|
|
#include "../OpaqueWorld.h"
|
|
#include "../Chunk.h"
|
|
#include "../Blocks/BroadcastInterface.h"
|
|
|
|
|
|
|
|
|
|
|
|
cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
|
|
Super(a_World, a_Fluid, a_StationaryFluid)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cVaporizeFluidSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
|
|
{
|
|
if (a_Chunk == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
auto relPos = cChunkDef::AbsoluteToRelative(a_Block);
|
|
auto blockType = a_Chunk->GetBlock(relPos);
|
|
if (
|
|
(blockType == m_FluidBlock) ||
|
|
(blockType == m_StationaryFluidBlock)
|
|
)
|
|
{
|
|
a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
|
|
World::GetBroadcastInterface(m_World).BroadcastSoundEffect(
|
|
"block.fire.extinguish",
|
|
Vector3d(a_Block),
|
|
1.0f,
|
|
0.6f
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cVaporizeFluidSimulator::Simulate(float a_Dt)
|
|
{
|
|
// Nothing needed
|
|
}
|
|
|
|
|
|
|
|
|