Floody fluid sim: reads params from world.ini; water and lava react together into cobblestone / stone / obsidian
git-svn-id: http://mc-server.googlecode.com/svn/trunk@965 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -83,6 +83,10 @@ public:
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int GetSizeY(void) const { return m_SizeY; }
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int GetSizeY(void) const { return m_SizeY; }
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int GetSizeZ(void) const { return m_SizeZ; }
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int GetSizeZ(void) const { return m_SizeZ; }
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int GetOriginX(void) const { return m_OriginX; }
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int GetOriginY(void) const { return m_OriginY; }
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int GetOriginZ(void) const { return m_OriginZ; }
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/// Returns the datatypes that are stored in the object (bitmask of baXXX values)
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/// Returns the datatypes that are stored in the object (bitmask of baXXX values)
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int GetDataTypes(void) const;
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int GetDataTypes(void) const;
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@ -15,6 +15,17 @@
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// Enable or disable detailed logging
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#if 1
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#define FLOG LOG
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#else
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#define FLOG(...)
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#endif
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cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay) :
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cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
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super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
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m_Falloff(a_Falloff)
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m_Falloff(a_Falloff)
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@ -27,6 +38,8 @@ cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid
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void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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{
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FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
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cBlockArea Area;
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cBlockArea Area;
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int MinBlockY = std::max(0, a_BlockY - 1);
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int MinBlockY = std::max(0, a_BlockY - 1);
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int MaxBlockY = std::min(cChunkDef::Height, a_BlockY + 1);
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int MaxBlockY = std::min(cChunkDef::Height, a_BlockY + 1);
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@ -34,6 +47,7 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
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{
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{
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// Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
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// Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
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// TODO: Shouldn't we re-schedule?
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// TODO: Shouldn't we re-schedule?
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FLOG(" Cannot read area, bailing out.");
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return;
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return;
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}
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}
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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@ -42,6 +56,7 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
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if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
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if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
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{
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{
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// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
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// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
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FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1));
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return;
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return;
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}
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}
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@ -59,9 +74,9 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
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NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
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NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
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BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
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BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
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if ((a_BlockY > 0) && IsPassableForFluid(Below))
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if ((a_BlockY > 0) && (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)))
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{
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{
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// Spread only down, possibly washing away what's there:
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// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
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SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
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SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
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}
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}
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else if (NewMeta < 8) // Can reach there
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else if (NewMeta < 8) // Can reach there
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@ -96,16 +111,18 @@ bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_B
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if (!IsFed)
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if (!IsFed)
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{
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{
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IsFed = (
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IsFed = (
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(IsAnyFluidBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
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(IsAnyFluidBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
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(IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
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(IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
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(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
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);
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);
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}
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}
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// If not fed, decrease by m_Falloff levels:
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// If not fed, decrease by m_Falloff levels:
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if (!IsFed)
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if (!IsFed)
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{
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{
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FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff);
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a_MyMeta += m_Falloff;
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a_MyMeta += m_Falloff;
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if (a_MyMeta < 8)
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if (a_MyMeta < 8)
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{
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{
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@ -131,15 +148,55 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
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BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
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BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
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if (IsAnyFluidBlock(Block))
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if (IsAllowedBlock(Block))
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{
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{
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NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if (!IsHigherMeta(a_NewMeta, Meta))
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if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
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{
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{
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// Don't spread there, there's already a higher level there
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// Don't spread there, there's already a higher or same level there
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return;
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return;
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}
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}
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}
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}
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// Check water - lava interaction:
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if (m_FluidBlock == E_BLOCK_LAVA)
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{
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if (IsBlockWater(Block))
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{
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// Lava flowing into water, change to stone / cobblestone based on direction:
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BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
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FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone",
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a_BlockX, a_BlockY, a_BlockZ,
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ItemTypeToString(NewBlock).c_str()
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);
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
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// TODO: Sound effect
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return;
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}
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}
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else if (m_FluidBlock == E_BLOCK_WATER)
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{
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if (IsBlockLava(Block))
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{
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// Water flowing into lava, change to cobblestone / obsidian based on dest block:
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BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
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FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
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a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str()
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);
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
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// TODO: Sound effect
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return;
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}
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}
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else
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{
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ASSERT(!"Unknown fluid!");
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}
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if (!IsPassableForFluid(Block))
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if (!IsPassableForFluid(Block))
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{
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{
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// Can't spread there
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// Can't spread there
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@ -157,6 +214,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
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}
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}
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// Spread:
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// Spread:
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FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
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}
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}
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@ -2171,11 +2171,14 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
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}
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}
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cFluidSimulator * res = NULL;
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cFluidSimulator * res = NULL;
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// TODO: other fluid simulators
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bool IsWater = (strcmp(a_FluidName, "Water") == 0); // Used for defaults
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if (NoCaseCompare(SimulatorName, "floody") == 0)
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if (NoCaseCompare(SimulatorName, "floody") == 0)
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{
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{
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// TODO: Floody simulator params
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int DefaultFalloff = IsWater ? 1 : 2;
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res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, 1, 5);
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int DefaultTickDelay = IsWater ? 5 : 30;
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int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
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int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", DefaultTickDelay);
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res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay);
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}
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}
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else
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else
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{
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{
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// The simulator name doesn't match anything we have, issue a warning:
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// The simulator name doesn't match anything we have, issue a warning:
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LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
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LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
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}
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}
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int DefaultFalloff = (strcmp(a_FluidName, "Water") == 0) ? 1 : 2;
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int DefaultFalloff = IsWater ? 1 : 2;
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int DefaultMaxHeight = (strcmp(a_FluidName, "Water") == 0) ? 7 : 6;
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int DefaultMaxHeight = IsWater ? 7 : 6;
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int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
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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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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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res = new cClassicFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff);
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