Concrete mixing (#4096)
Adds a block handler for concrete powder and implements hardening to concrete. Concrete powder turns into concrete when: * It is next to water when it receives a block update * It falls onto a water block (even with Physics SandInstantFall=1)
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@ -15,6 +15,7 @@ Bond_009
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derouinw
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Diusrex
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Duralex
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Earboxer (Zach DeCook)
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FakeTruth (founder)
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Gareth Nelson
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HaoTNN
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106
src/Blocks/BlockConcretePowder.h
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106
src/Blocks/BlockConcretePowder.h
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@ -0,0 +1,106 @@
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#pragma once
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#include "BlockHandler.h"
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class cBlockConcretePowderHandler :
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public cBlockHandler
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{
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public:
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cBlockConcretePowderHandler(BLOCKTYPE a_BlockType):
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cBlockHandler(a_BlockType)
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{
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}
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virtual void Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk) override
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{
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if (GetSoaked(Vector3i(a_RelX, a_RelY, a_RelZ), a_Chunk))
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{
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return;
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}
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cBlockHandler::Check(a_ChunkInterface, a_PluginInterface, a_RelX, a_RelY, a_RelZ, a_Chunk);
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}
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/** Check blocks above and around to see if they are water. If one is, convert this into concrete block.
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Returns TRUE if the block was changed. */
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bool GetSoaked(Vector3i a_Rel, cChunk & a_Chunk)
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{
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static const std::array<Vector3i, 5> WaterCheck
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{
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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{ 0, 1, 0},
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}
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};
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bool ShouldSoak = std::any_of(WaterCheck.cbegin(), WaterCheck.cend(), [a_Rel, & a_Chunk](Vector3i a_Offset)
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{
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BLOCKTYPE NeighborType;
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return (
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a_Chunk.UnboundedRelGetBlockType(a_Rel.x + a_Offset.x, a_Rel.y + a_Offset.y, a_Rel.z + a_Offset.z, NeighborType)
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&& IsBlockWater(NeighborType)
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);
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}
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);
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if (ShouldSoak)
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{
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NIBBLETYPE BlockMeta;
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BlockMeta = a_Chunk.GetMeta(a_Rel.x, a_Rel.y, a_Rel.z);
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a_Chunk.SetBlock(a_Rel.x, a_Rel.y, a_Rel.z, E_BLOCK_CONCRETE, BlockMeta);
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return true;
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}
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return false;
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
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{
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switch (a_Meta)
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{
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case E_META_CONCRETE_POWDER_WHITE: return 8;
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case E_META_CONCRETE_POWDER_ORANGE: return 15;
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case E_META_CONCRETE_POWDER_MAGENTA: return 16;
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case E_META_CONCRETE_POWDER_LIGHTBLUE: return 17;
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case E_META_CONCRETE_POWDER_YELLOW: return 18;
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case E_META_CONCRETE_POWDER_LIGHTGREEN: return 19;
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case E_META_CONCRETE_POWDER_PINK: return 20;
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case E_META_CONCRETE_POWDER_GRAY: return 21;
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case E_META_CONCRETE_POWDER_LIGHTGRAY: return 22;
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case E_META_CONCRETE_POWDER_CYAN: return 23;
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case E_META_CONCRETE_POWDER_PURPLE: return 24;
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case E_META_CONCRETE_POWDER_BLUE: return 25;
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case E_META_CONCRETE_POWDER_BROWN: return 26;
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case E_META_CONCRETE_POWDER_GREEN: return 27;
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case E_META_CONCRETE_POWDER_RED: return 28;
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case E_META_CONCRETE_POWDER_BLACK: return 29;
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default:
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{
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ASSERT(!"Unhandled meta in concrete powder handler!");
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return 0;
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}
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}
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}
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};
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@ -20,6 +20,7 @@
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#include "BlockCocoaPod.h"
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#include "BlockCommandBlock.h"
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#include "BlockComparator.h"
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#include "BlockConcretePowder.h"
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#include "BlockCrops.h"
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#include "BlockDeadBush.h"
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#include "BlockDirt.h"
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@ -210,6 +211,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_COCOA_POD: return new cBlockCocoaPodHandler (a_BlockType);
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case E_BLOCK_COMMAND_BLOCK: return new cBlockCommandBlockHandler (a_BlockType);
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case E_BLOCK_ACTIVE_COMPARATOR: return new cBlockComparatorHandler (a_BlockType);
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case E_BLOCK_CONCRETE_POWDER: return new cBlockConcretePowderHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
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case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType);
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@ -26,6 +26,7 @@ SET (HDRS
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BlockCocoaPod.h
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BlockCommandBlock.h
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BlockComparator.h
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BlockConcretePowder.h
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BlockCrops.h
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BlockDeadBush.h
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BlockDirt.h
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@ -86,6 +86,13 @@ void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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Destroy(true);
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return;
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}
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else if ((m_BlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockBelow))
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{
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// Concrete powder falling into water solidifies on the first water it touches
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, E_BLOCK_CONCRETE, m_BlockMeta);
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Destroy(true);
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return;
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}
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float MilliDt = a_Dt.count() * 0.001f;
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AddSpeedY(MilliDt * -9.8f);
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@ -319,6 +319,11 @@ void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int
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{
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BlockY = y + 1;
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}
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else if ((FallingBlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockType))
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{
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FallingBlockType = E_BLOCK_CONCRETE;
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BlockY = y;
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}
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else
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{
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// Can fall further down
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