From 1ea17c0a75b84d5f4070c57ad2a7d6cbb4e8b79b Mon Sep 17 00:00:00 2001 From: andrew Date: Wed, 5 Mar 2014 15:54:38 +0200 Subject: [PATCH] Implemented vanilla-like fluid simulator --- src/Scoreboard.cpp | 2 +- src/Simulator/FloodyFluidSimulator.cpp | 23 +++- src/Simulator/FloodyFluidSimulator.h | 12 +- src/Simulator/VanillaFluidSimulator.cpp | 150 ++++++++++++++++++++++++ src/Simulator/VanillaFluidSimulator.h | 42 +++++++ src/World.cpp | 26 ++-- 6 files changed, 238 insertions(+), 17 deletions(-) create mode 100644 src/Simulator/VanillaFluidSimulator.cpp create mode 100644 src/Simulator/VanillaFluidSimulator.h diff --git a/src/Scoreboard.cpp b/src/Scoreboard.cpp index c1da27086..8088e624b 100644 --- a/src/Scoreboard.cpp +++ b/src/Scoreboard.cpp @@ -506,7 +506,7 @@ bool cScoreboard::ForEachObjective(cObjectiveCallback& a_Callback) bool cScoreboard::ForEachTeam(cTeamCallback& a_Callback) { - cCSLock Lock(m_CSObjectives); + cCSLock Lock(m_CSTeams); for (cTeamMap::iterator it = m_Teams.begin(); it != m_Teams.end(); ++it) { diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp index 95182345c..b1ac734d7 100644 --- a/src/Simulator/FloodyFluidSimulator.cpp +++ b/src/Simulator/FloodyFluidSimulator.cpp @@ -86,7 +86,12 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re { // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian: SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8); - SpreadFurther = false; + + // Source blocks spread both downwards and sideways + if (MyMeta != 0) + { + SpreadFurther = false; + } } // If source creation is on, check for it here: else if ( @@ -105,10 +110,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re if (SpreadFurther && (NewMeta < 8)) { // Spread to the neighbors: - SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta); - SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta); - SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta); - SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta); + Spread(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta); } // Mark as processed: @@ -119,6 +121,17 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re +void cFloodyFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) +{ + SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta); +} + + + + bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta) { // If we have a section above, check if there's fluid above this block that would feed it: diff --git a/src/Simulator/FloodyFluidSimulator.h b/src/Simulator/FloodyFluidSimulator.h index c4af2e246..5fd91b2b1 100644 --- a/src/Simulator/FloodyFluidSimulator.h +++ b/src/Simulator/FloodyFluidSimulator.h @@ -38,14 +38,20 @@ protected: // cDelayedFluidSimulator overrides: virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override; - /// Checks tributaries, if not fed, decreases the block's level and returns true + /** Checks tributaries, if not fed, decreases the block's level and returns true. */ bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta); - /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking. + /** Spreads into the specified block, if the blocktype there allows. a_Area is for checking. */ void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); - /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so + /** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */ bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); + + /** Spread water to neighbors. + * + * May be overridden to provide more sophisticated algorithms. + */ + virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); } ; diff --git a/src/Simulator/VanillaFluidSimulator.cpp b/src/Simulator/VanillaFluidSimulator.cpp new file mode 100644 index 000000000..5308d162b --- /dev/null +++ b/src/Simulator/VanillaFluidSimulator.cpp @@ -0,0 +1,150 @@ + +// VanillaFluidSimulator.cpp + +#include "Globals.h" + +#include "VanillaFluidSimulator.h" +#include "../World.h" +#include "../Chunk.h" +#include "../BlockArea.h" +#include "../Blocks/BlockHandler.h" +#include "../BlockInServerPluginInterface.h" + + + + + +static const int InfiniteCost = 100; + + + + + +cVanillaFluidSimulator::cVanillaFluidSimulator( + cWorld & a_World, + BLOCKTYPE a_Fluid, + BLOCKTYPE a_StationaryFluid, + NIBBLETYPE a_Falloff, + int a_TickDelay, + int a_NumNeighborsForSource +) : super(a_World, a_Fluid, a_StationaryFluid, a_Falloff, a_TickDelay, a_NumNeighborsForSource) +{ +} + + + + + +void cVanillaFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) +{ + int Cost[4]; + Cost[0] = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS); + Cost[1] = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS); + Cost[2] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS); + Cost[3] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS); + + int MinCost = InfiniteCost; + for (unsigned int i = 0; i < ARRAYCOUNT(Cost); ++i) + { + if (Cost[i] < MinCost) + { + MinCost = Cost[i]; + } + } + + if (Cost[0] == MinCost) + { + SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta); + } + if (Cost[1] == MinCost) + { + SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta); + } + if (Cost[2] == MinCost) + { + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta); + } + if (Cost[3] == MinCost) + { + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta); + } +} + + + + + +int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration) +{ + int Cost = InfiniteCost; + + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + + // Check if block is passable + if (!a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta)) + { + return Cost; + } + if (!IsPassableForFluid(BlockType)) + { + return Cost; + } + + // Check if block below is passable + if (!a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY - 1, a_RelZ, BlockType, BlockMeta)) + { + return Cost; + } + if (IsPassableForFluid(BlockType)) + { + // Path found, exit + return a_Iteration; + } + + // 5 blocks away, bail out + if (a_Iteration > 3) + { + return Cost; + } + + // Recurse + if (a_Dir != X_MINUS) + { + int NextCost = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS, a_Iteration + 1); + if (NextCost < Cost) + { + Cost = NextCost; + } + } + if (a_Dir != X_PLUS) + { + int NextCost = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS, a_Iteration + 1); + if (NextCost < Cost) + { + Cost = NextCost; + } + } + if (a_Dir != Z_MINUS) + { + int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS, a_Iteration + 1); + if (NextCost < Cost) + { + Cost = NextCost; + } + } + if (a_Dir != Z_PLUS) + { + int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS, a_Iteration + 1); + if (NextCost < Cost) + { + Cost = NextCost; + } + } + + return Cost; +} + + + + diff --git a/src/Simulator/VanillaFluidSimulator.h b/src/Simulator/VanillaFluidSimulator.h new file mode 100644 index 000000000..a9ea98b5a --- /dev/null +++ b/src/Simulator/VanillaFluidSimulator.h @@ -0,0 +1,42 @@ + +// VanillaFluidSimulator.h + + + + + +#pragma once + +#include "FloodyFluidSimulator.h" + + + + + +// fwd: +class cBlockArea; + + + + + +class cVanillaFluidSimulator : + public cFloodyFluidSimulator +{ + typedef cFloodyFluidSimulator super; + +public: + cVanillaFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource); + +protected: + // cFloodyFluidSimulator overrides: + virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override; + + /** Recursively calculates the minimum number of blocks needed to descend a level. */ + int CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration = 0); + +} ; + + + + diff --git a/src/World.cpp b/src/World.cpp index 2dfa85d64..01ba5e503 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -34,6 +34,7 @@ #include "Simulator/NoopRedstoneSimulator.h" #include "Simulator/SandSimulator.h" #include "Simulator/IncrementalRedstoneSimulator.h" +#include "Simulator/VanillaFluidSimulator.h" #include "Simulator/VaporizeFluidSimulator.h" // Mobs: @@ -2987,8 +2988,8 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, ""); if (SimulatorName.empty()) { - LOGWARNING("[Physics] %s not present or empty in %s, using the default of \"Floody\".", SimulatorNameKey.c_str(), GetIniFileName().c_str()); - SimulatorName = "Floody"; + LOGWARNING("[Physics] %s not present or empty in %s, using the default of \"Vanilla\".", SimulatorNameKey.c_str(), GetIniFileName().c_str()); + SimulatorName = "Vanilla"; } cFluidSimulator * res = NULL; @@ -3012,15 +3013,24 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c } else { - if (NoCaseCompare(SimulatorName, "floody") != 0) - { - // The simulator name doesn't match anything we have, issue a warning: - LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Floody\".", GetIniFileName().c_str(), SimulatorNameKey.c_str()); - } int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2); int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30); int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1); - res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource); + + if (NoCaseCompare(SimulatorName, "floody") == 0) + { + res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource); + } + else if (NoCaseCompare(SimulatorName, "vanilla") == 0) + { + res = new cVanillaFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource); + } + else + { + // The simulator name doesn't match anything we have, issue a warning: + LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Vanilla\".", GetIniFileName().c_str(), SimulatorNameKey.c_str()); + res = new cVanillaFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource); + } } m_SimulatorManager->RegisterSimulator(res, Rate);