619ec8b247
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1228 0a769ca7-a7f5-676a-18bf-c427514a06d6
573 lines
15 KiB
C++
573 lines
15 KiB
C++
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// ClassicFluidSimulator.cpp
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// Implements the cClassicFluidSimulator class representing the original MCServer's fluid simulator
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "ClassicFluidSimulator.h"
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#include "../World.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(...) LOGD( __VA_ARGS__ )
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#else
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#define LOG_FLUID(...)
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#endif
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class cClassicFluidSimulator::FluidData
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{
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public:
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FluidData(cWorld & a_World, cClassicFluidSimulator * 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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}
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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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}
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case E_BLOCK:
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{
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break;
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}
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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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break;
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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_BlockX, int a_BlockY, int a_BlockZ)
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{
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std::vector< Vector3i > Points; // result
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Vector3i CornerGlobal(a_BlockX - AREA_WIDTH / 2, a_BlockY, a_BlockZ - 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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BLOCKTYPE UpperBlock = m_World.GetBlock(CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z);
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BLOCKTYPE DownBlock = m_World.GetBlock(CornerGlobal.x + x, CornerGlobal.y - 1, CornerGlobal.z + z);
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if (m_Simulator->IsSolidBlock(UpperBlock) || (m_Simulator->IsStationaryFluidBlock(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(); // _X 2012_10_13: WTF? why not use m_WaveQueue.clear() ?
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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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}
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case E_BLOCK:
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{
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break;
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}
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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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break;
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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_BlockX - 1, a_BlockY, a_BlockZ));
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if (m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ));
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if (m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1));
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if (m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1));
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if (Points.empty())
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{
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Vector3i LevelPoints [] = {
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Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ),
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Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ),
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Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1),
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Vector3i(a_BlockX, a_BlockY, a_BlockZ + 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_BlockY, LevelPoints[i].z);
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if (m_Simulator->IsPassableForFluid(Block))
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{
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Points.push_back(LevelPoints[i]);
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}
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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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cClassicFluidSimulator * 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
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{
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E_HOLE = 0,
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E_PLAIN = 1,
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E_BLOCK = 2
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};
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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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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cClassicFluidSimulator:
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cClassicFluidSimulator::cClassicFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff) :
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cFluidSimulator(a_World, a_Fluid, a_StationaryFluid),
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m_Data(NULL),
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m_MaxHeight(a_MaxHeight),
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m_Falloff(a_Falloff)
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{
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m_Data = new FluidData(a_World, this);
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}
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cClassicFluidSimulator::~cClassicFluidSimulator()
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{
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delete m_Data;
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}
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void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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// TODO: This can be optimized
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BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (!IsAllowedBlock(BlockType)) // This should save very much time because it doesn<73>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_BlockX, a_BlockY, a_BlockZ));
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}
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NIBBLETYPE cClassicFluidSimulator::GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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NIBBLETYPE Max = m_MaxHeight + m_Falloff;
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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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NIBBLETYPE 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_Falloff) Max = 0; \
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if (Max == 0) return 0; \
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}
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__HIGHLEVEL_CHECK__(a_BlockX - 1, a_BlockY, a_BlockZ );
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__HIGHLEVEL_CHECK__(a_BlockX + 1, a_BlockY, a_BlockZ );
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__HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ - 1);
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__HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ + 1);
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return Max;
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}
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void cClassicFluidSimulator::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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if(UniqueSituation(pos))
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{
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continue;
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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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NIBBLETYPE Meta = m_World.GetBlockMeta( pos.x, pos.y, pos.z );
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NIBBLETYPE 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_Falloff) // 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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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) && !IsStationaryFluidBlock(DownID) ) // free for fluid
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{
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if (bWashedAwayItem)
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{
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cBlockHandler * Handler = BlockHandler(DownID);
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if (Handler->DoesDropOnUnsuitable())
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{
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Handler->DropBlock(&m_World, NULL, pos.x, pos.y - 1, pos.z);
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}
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}
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if (pos.y > 0)
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{
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m_World.SetBlock(pos.x, pos.y - 1, pos.z, m_FluidBlock, 8); // falling
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ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
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}
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}
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if (IsSolidBlock(DownID) || (BlockID == m_StationaryFluidBlock)) // Not falling
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{
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if (Feed + m_Falloff < Meta)
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{
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m_World.SetBlock(pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_Falloff);
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ApplyUniqueToNearest(pos);
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}
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else if ((Meta < m_MaxHeight ) || (BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
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{
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std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
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for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
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{
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Vector3i & p = *itr;
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char BlockID = m_World.GetBlock( p.x, p.y, p.z );
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bool bWashedAwayItem = CanWashAway( BlockID );
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if (!IsPassableForFluid(BlockID)) continue;
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if (!IsAllowedBlock(BlockID))
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{
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if (bWashedAwayItem)
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{
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cBlockHandler * Handler = BlockHandler(DownID);
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if (Handler->DoesDropOnUnsuitable())
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{
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Handler->DropBlock(&m_World, NULL, p.x, p.y, p.z);
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}
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}
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if (p.y == pos.y)
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{
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m_World.SetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_Falloff);
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}
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else
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{
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m_World.SetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
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}
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ApplyUniqueToNearest(p);
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}
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else // it's fluid
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{
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NIBBLETYPE PointMeta = m_World.GetBlockMeta(p.x, p.y, p.z);
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if (PointMeta > Meta + m_Falloff)
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{
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// TODO: AddBlock(p.x, p.y, p.z);
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ApplyUniqueToNearest(p);
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}
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}
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}
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}
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}
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}
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else // not fed
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{
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m_World.SetBlock(pos.x, pos.y, pos.z, E_BLOCK_AIR, 0);
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}
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}
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}
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}
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bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
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{
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bool result = false;
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char BlockId = m_World.GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
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char Meta = m_World.GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
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if(IsBlockWater(BlockId))
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{
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char UpperBlock = m_World.GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
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if(IsBlockLava(UpperBlock))
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{
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m_World.SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
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}
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if(BlockId != E_BLOCK_STATIONARY_WATER)
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{
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char DownBlockId = m_World.GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
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if(IsSolidBlock(DownBlockId))
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{
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Vector3i LevelPoints [] = {
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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]);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|