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Floody fluid simulator now dries up correctly, too.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@964 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-10-14 18:30:16 +00:00
parent 5b7de82a79
commit 41a38e8d90
8 changed files with 184 additions and 49 deletions

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@ -10,6 +10,8 @@
class cBlockFluidHandler : class cBlockFluidHandler :
public cBlockHandler public cBlockHandler
{ {
typedef cBlockHandler super;
public: public:
cBlockFluidHandler(BLOCKTYPE a_BlockType) cBlockFluidHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType) : cBlockHandler(a_BlockType)
@ -23,7 +25,24 @@ public:
return true; return true;
} }
// TODO: Implement proper fluid physics here
virtual void Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
switch (m_BlockType)
{
case E_BLOCK_STATIONARY_LAVA:
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_LAVA, a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
break;
}
case E_BLOCK_STATIONARY_WATER:
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_WATER, a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ));
break;
}
}
super::Check(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
} ; } ;

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@ -387,3 +387,25 @@ bool cBlockHandler::DoesDropOnUnsuitable(void)
void cBlockHandler::Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
if (!CanBeAt(a_World, a_BlockX, a_BlockY, a_BlockZ))
{
if (DoesDropOnUnsuitable())
{
DropBlock(a_World, a_BlockX, a_BlockY, a_BlockZ);
}
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
}
else
{
// Wake up the simulators:
a_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
}
}

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@ -91,6 +91,12 @@ public:
/// Does this block drop if it gets destroyed by an unsuitable situation? Default: true /// Does this block drop if it gets destroyed by an unsuitable situation? Default: true
virtual bool DoesDropOnUnsuitable(void); virtual bool DoesDropOnUnsuitable(void);
/** Called when one of the neighbors gets set; equivalent to MC block update.
By default drops if position no more suitable (CanBeAt(), DoesDropOnUnsuitable(), Drop()),
and wakes up all simulators on the block.
*/
virtual void Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ);
/// Get the blockhandler for a specific block id /// Get the blockhandler for a specific block id
static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType); static cBlockHandler * GetBlockHandler(BLOCKTYPE a_BlockType);

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@ -480,15 +480,7 @@ void cChunk::CheckBlocks(void)
Vector3i WorldPos = PositionToWorldPosition( BlockPos ); Vector3i WorldPos = PositionToWorldPosition( BlockPos );
cBlockHandler * Handler = BlockHandler(GetBlock(index)); cBlockHandler * Handler = BlockHandler(GetBlock(index));
if (!Handler->CanBeAt(m_World, WorldPos.x, WorldPos.y, WorldPos.z)) Handler->Check(m_World, WorldPos.x, WorldPos.y, WorldPos.z);
{
if (Handler->DoesDropOnUnsuitable())
{
Handler->DropBlock(m_World, WorldPos.x, WorldPos.y, WorldPos.z);
}
m_World->SetBlock(WorldPos.x, WorldPos.y, WorldPos.z, E_BLOCK_AIR, 0);
}
} // for itr - ToTickBlocks[] } // for itr - ToTickBlocks[]
} }
@ -918,13 +910,8 @@ void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType
} }
} }
m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY, a_RelZ ) ); m_ToTickBlocks.push_back(index);
m_ToTickBlocks.push_back( MakeIndex( a_RelX + 1, a_RelY, a_RelZ ) ); CheckNeighbors(a_RelX, a_RelY, a_RelZ);
m_ToTickBlocks.push_back( MakeIndex( a_RelX - 1, a_RelY, a_RelZ ) );
m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY + 1, a_RelZ ) );
m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY - 1, a_RelZ ) );
m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY, a_RelZ + 1 ) );
m_ToTickBlocks.push_back( MakeIndex( a_RelX, a_RelY, a_RelZ - 1 ) );
Vector3i WorldPos = PositionToWorldPosition( a_RelX, a_RelY, a_RelZ ); Vector3i WorldPos = PositionToWorldPosition( a_RelX, a_RelY, a_RelZ );
cBlockEntity* BlockEntity = GetBlockEntity( WorldPos ); cBlockEntity* BlockEntity = GetBlockEntity( WorldPos );
@ -964,6 +951,75 @@ void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType
void cChunk::CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ)
{
int BlockX = m_PosX * cChunkDef::Width + a_RelX;
int BlockZ = m_PosZ * cChunkDef::Width + a_RelZ;
if (a_RelX < cChunkDef::Width)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX + 1, a_RelY, a_RelZ));
}
else
{
m_ChunkMap->CheckBlock(BlockX + 1, a_RelY, BlockZ);
}
if (a_RelX > 0)
{
m_ToTickBlocks.push_back( MakeIndexNoCheck(a_RelX - 1, a_RelY, a_RelZ));
}
else
{
m_ChunkMap->CheckBlock(BlockX - 1, a_RelY, BlockZ);
}
if (a_RelY < cChunkDef::Height - 1)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY + 1, a_RelZ));
}
if (a_RelY > 0)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY - 1, a_RelZ));
}
if (a_RelZ < cChunkDef::Width - 1)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ + 1));
}
else
{
m_ChunkMap->CheckBlock(BlockX, a_RelY, BlockZ + 1);
}
if (a_RelZ > 0)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ - 1));
}
else
{
m_ChunkMap->CheckBlock(BlockX, a_RelY, BlockZ - 1);
}
}
void cChunk::CheckBlock(int a_RelX, int a_RelY, int a_RelZ)
{
if (!IsValid())
{
return;
}
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ));
}
void cChunk::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta) void cChunk::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
{ {
ASSERT(!((a_X < 0 || a_X >= Width || a_Y < 0 || a_Y >= Height || a_Z < 0 || a_Z >= Width))); ASSERT(!((a_X < 0 || a_X >= Width || a_Y < 0 || a_Y >= Height || a_Z < 0 || a_Z >= Width)));

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@ -130,11 +130,15 @@ public:
void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ); void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta );
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense // SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); } void SetBlock( const Vector3i & a_RelBlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) { SetBlock( a_RelBlockPos.x, a_RelBlockPos.y, a_RelBlockPos.z, a_BlockType, a_BlockMeta ); }
void CheckBlock(int a_RelX, int a_RelY, int a_RelZ);
void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc. void FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta ); // Doesn't force block updates on neighbors, use for simple changes such as grass growing etc.
BLOCKTYPE GetBlock( int a_X, int a_Y, int a_Z ); BLOCKTYPE GetBlock( int a_X, int a_Y, int a_Z );
BLOCKTYPE GetBlock( int a_BlockIdx ); BLOCKTYPE GetBlock( int a_BlockIdx );
void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta); void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
/// Queues all 6 neighbors of the specified block for checking. If outside the chunk, relays the checking to the neighboring chunk
void CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ);
EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); } EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
void CollectPickupsByPlayer(cPlayer * a_Player); void CollectPickupsByPlayer(cPlayer * a_Player);

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@ -898,18 +898,19 @@ BLOCKTYPE cChunkMap::GetBlockSkyLight(int a_X, int a_Y, int a_Z)
void cChunkMap::SetBlockMeta(int a_X, int a_Y, int a_Z, NIBBLETYPE a_BlockMeta) void cChunkMap::SetBlockMeta(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta)
{ {
int ChunkX, ChunkZ; int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative( a_X, a_Y, a_Z, ChunkX, ChunkZ ); cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
// a_BlockXYZ now contains relative coords!
cCSLock Lock(m_CSLayers); cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunk( ChunkX, ZERO_CHUNK_Y, ChunkZ ); cChunkPtr Chunk = GetChunk(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if ((Chunk != NULL) && Chunk->IsValid() ) if ((Chunk != NULL) && Chunk->IsValid())
{ {
Chunk->SetMeta(a_X, a_Y, a_Z, a_BlockMeta); Chunk->SetMeta(a_BlockX, a_BlockY, a_BlockZ, a_BlockMeta);
Chunk->MarkDirty(); Chunk->MarkDirty();
Chunk->SendBlockTo( a_X, a_Y, a_Z, NULL ); Chunk->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, NULL);
} }
} }
@ -1657,6 +1658,48 @@ void cChunkMap::SaveAllChunks(void)
int cChunkMap::GetNumChunks(void)
{
cCSLock Lock(m_CSLayers);
int NumChunks = 0;
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
NumChunks += (*itr)->GetNumChunksLoaded();
}
return NumChunks;
}
void cChunkMap::ChunkValidated(void)
{
m_evtChunkValid.Set();
}
void cChunkMap::CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
// a_BlockXYZ now contains relative coords!
cCSLock Lock(m_CSLayers);
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk != NULL)
{
Chunk->CheckBlock(a_BlockX, a_BlockY, a_BlockZ);
}
}
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// cChunkMap::cChunkLayer: // cChunkMap::cChunkLayer:
@ -1817,30 +1860,6 @@ void cChunkMap::cChunkLayer::UnloadUnusedChunks(void)
int cChunkMap::GetNumChunks(void)
{
cCSLock Lock(m_CSLayers);
int NumChunks = 0;
for (cChunkLayerList::iterator itr = m_Layers.begin(); itr != m_Layers.end(); ++itr)
{
NumChunks += (*itr)->GetNumChunksLoaded();
}
return NumChunks;
}
void cChunkMap::ChunkValidated(void)
{
m_evtChunkValid.Set();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChunkStay: // cChunkStay:

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@ -245,6 +245,9 @@ public:
int GetNumChunks(void); int GetNumChunks(void);
void ChunkValidated(void); // Called by chunks that have become valid void ChunkValidated(void); // Called by chunks that have become valid
/// Schedules the specified block for checking (block update)
void CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
private: private:

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@ -39,6 +39,11 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1); NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
return;
}
if (MyMeta != 0) if (MyMeta != 0)
{ {
@ -121,6 +126,9 @@ bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_B
void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta) void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
{ {
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ); BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
if (IsAnyFluidBlock(Block)) if (IsAnyFluidBlock(Block))
@ -149,8 +157,6 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
} }
// Spread: // Spread:
LOGD("Fluid: spreading to block {%d, %d, %d}, meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
} }