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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)
This commit is contained in:
Zach DeCook 2018-01-03 11:33:31 -05:00 committed by peterbell10
parent 177273006e
commit 68fc28857f
6 changed files with 122 additions and 0 deletions

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@ -15,6 +15,7 @@ Bond_009
derouinw
Diusrex
Duralex
Earboxer (Zach DeCook)
FakeTruth (founder)
Gareth Nelson
HaoTNN

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@ -0,0 +1,106 @@
#pragma once
#include "BlockHandler.h"
class cBlockConcretePowderHandler :
public cBlockHandler
{
public:
cBlockConcretePowderHandler(BLOCKTYPE a_BlockType):
cBlockHandler(a_BlockType)
{
}
virtual void Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk) override
{
if (GetSoaked(Vector3i(a_RelX, a_RelY, a_RelZ), a_Chunk))
{
return;
}
cBlockHandler::Check(a_ChunkInterface, a_PluginInterface, a_RelX, a_RelY, a_RelZ, a_Chunk);
}
/** Check blocks above and around to see if they are water. If one is, convert this into concrete block.
Returns TRUE if the block was changed. */
bool GetSoaked(Vector3i a_Rel, cChunk & a_Chunk)
{
static const std::array<Vector3i, 5> WaterCheck
{
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
{ 0, 1, 0},
}
};
bool ShouldSoak = std::any_of(WaterCheck.cbegin(), WaterCheck.cend(), [a_Rel, & a_Chunk](Vector3i a_Offset)
{
BLOCKTYPE NeighborType;
return (
a_Chunk.UnboundedRelGetBlockType(a_Rel.x + a_Offset.x, a_Rel.y + a_Offset.y, a_Rel.z + a_Offset.z, NeighborType)
&& IsBlockWater(NeighborType)
);
}
);
if (ShouldSoak)
{
NIBBLETYPE BlockMeta;
BlockMeta = a_Chunk.GetMeta(a_Rel.x, a_Rel.y, a_Rel.z);
a_Chunk.SetBlock(a_Rel.x, a_Rel.y, a_Rel.z, E_BLOCK_CONCRETE, BlockMeta);
return true;
}
return false;
}
virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
{
switch (a_Meta)
{
case E_META_CONCRETE_POWDER_WHITE: return 8;
case E_META_CONCRETE_POWDER_ORANGE: return 15;
case E_META_CONCRETE_POWDER_MAGENTA: return 16;
case E_META_CONCRETE_POWDER_LIGHTBLUE: return 17;
case E_META_CONCRETE_POWDER_YELLOW: return 18;
case E_META_CONCRETE_POWDER_LIGHTGREEN: return 19;
case E_META_CONCRETE_POWDER_PINK: return 20;
case E_META_CONCRETE_POWDER_GRAY: return 21;
case E_META_CONCRETE_POWDER_LIGHTGRAY: return 22;
case E_META_CONCRETE_POWDER_CYAN: return 23;
case E_META_CONCRETE_POWDER_PURPLE: return 24;
case E_META_CONCRETE_POWDER_BLUE: return 25;
case E_META_CONCRETE_POWDER_BROWN: return 26;
case E_META_CONCRETE_POWDER_GREEN: return 27;
case E_META_CONCRETE_POWDER_RED: return 28;
case E_META_CONCRETE_POWDER_BLACK: return 29;
default:
{
ASSERT(!"Unhandled meta in concrete powder handler!");
return 0;
}
}
}
};

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@ -20,6 +20,7 @@
#include "BlockCocoaPod.h"
#include "BlockCommandBlock.h"
#include "BlockComparator.h"
#include "BlockConcretePowder.h"
#include "BlockCrops.h"
#include "BlockDeadBush.h"
#include "BlockDirt.h"
@ -210,6 +211,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_COCOA_POD: return new cBlockCocoaPodHandler (a_BlockType);
case E_BLOCK_COMMAND_BLOCK: return new cBlockCommandBlockHandler (a_BlockType);
case E_BLOCK_ACTIVE_COMPARATOR: return new cBlockComparatorHandler (a_BlockType);
case E_BLOCK_CONCRETE_POWDER: return new cBlockConcretePowderHandler (a_BlockType);
case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType);

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@ -26,6 +26,7 @@ SET (HDRS
BlockCocoaPod.h
BlockCommandBlock.h
BlockComparator.h
BlockConcretePowder.h
BlockCrops.h
BlockDeadBush.h
BlockDirt.h

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@ -86,6 +86,13 @@ void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Destroy(true);
return;
}
else if ((m_BlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockBelow))
{
// Concrete powder falling into water solidifies on the first water it touches
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, E_BLOCK_CONCRETE, m_BlockMeta);
Destroy(true);
return;
}
float MilliDt = a_Dt.count() * 0.001f;
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
{
BlockY = y + 1;
}
else if ((FallingBlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockType))
{
FallingBlockType = E_BLOCK_CONCRETE;
BlockY = y;
}
else
{
// Can fall further down