diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp index b1ac734d7..03e94e791 100644 --- a/src/Simulator/FloodyFluidSimulator.cpp +++ b/src/Simulator/FloodyFluidSimulator.cpp @@ -54,14 +54,23 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ) ); - NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ); - if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ))) + BLOCKTYPE MyBlock; NIBBLETYPE MyMeta; + a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta); + + if (!IsAnyFluidBlock(MyBlock)) { // Can happen - if a block is scheduled for simulating and gets replaced in the meantime. FLOG(" BadBlockType exit"); return; } + // When in contact with water, lava should harden + if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta)) + { + // Block was changed, bail out + return; + } + if (MyMeta != 0) { // Source blocks aren't checked for tributaries, others are. @@ -309,6 +318,8 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i a_NewMeta ); a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); + + HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); } @@ -361,3 +372,56 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX + +bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) +{ + // Only lava blocks can harden + if (!IsBlockLava(a_BlockType)) + { + return false; + } + + bool ShouldHarden = false; + + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + static const Vector3i Coords[] = + { + Vector3i( 1, 0, 0), + Vector3i(-1, 0, 0), + Vector3i( 0, 0, 1), + Vector3i( 0, 0, -1), + }; + for (size_t i = 0; i < ARRAYCOUNT(Coords); i++) + { + if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta)) + { + continue; + } + if (IsBlockWater(BlockType)) + { + ShouldHarden = true; + } + } // for i - Coords[] + + if (ShouldHarden) + { + if (a_Meta == 0) + { + // Source lava block + a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0); + return true; + } + // Ignore last lava level + else if (a_Meta <= 4) + { + a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0); + return true; + } + } + + return false; +} + + + diff --git a/src/Simulator/FloodyFluidSimulator.h b/src/Simulator/FloodyFluidSimulator.h index 5fd91b2b1..632de3bb2 100644 --- a/src/Simulator/FloodyFluidSimulator.h +++ b/src/Simulator/FloodyFluidSimulator.h @@ -47,6 +47,12 @@ protected: /** 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); + /** Checks if the specified block should harden (Water/Lava interaction) and if so, converts it to a suitable block. + * + * Returns whether the block was changed or not. + */ + bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta); + /** Spread water to neighbors. * * May be overridden to provide more sophisticated algorithms. diff --git a/src/Simulator/VanillaFluidSimulator.cpp b/src/Simulator/VanillaFluidSimulator.cpp index 5308d162b..78aff9d68 100644 --- a/src/Simulator/VanillaFluidSimulator.cpp +++ b/src/Simulator/VanillaFluidSimulator.cpp @@ -86,7 +86,7 @@ int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int { return Cost; } - if (!IsPassableForFluid(BlockType)) + if (!IsPassableForFluid(BlockType) && !IsBlockLiquid(BlockType)) { return Cost; } @@ -96,7 +96,7 @@ int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int { return Cost; } - if (IsPassableForFluid(BlockType)) + if (IsPassableForFluid(BlockType) || IsBlockLiquid(BlockType)) { // Path found, exit return a_Iteration;