Apparently the Fire plugin is depreciated since it's implemented in C++ :P
Using std::list instead of std::vector for fire, I think this would be faster due to all the adding and removing blocks from lists. Correct me if I'm wrong git-svn-id: http://mc-server.googlecode.com/svn/trunk@254 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
parent
504803cb6d
commit
dcce79b24d
@ -1,133 +0,0 @@
|
||||
local FireBlocks = {} -- List of blocks that are currently burning!
|
||||
|
||||
function Initialize( Plugin )
|
||||
|
||||
Plugin:SetName( "Fire" )
|
||||
Plugin:SetVersion( 2 )
|
||||
|
||||
PluginManager = cRoot:Get():GetPluginManager()
|
||||
PluginManager:AddHook( Plugin, cPluginManager.E_PLUGIN_TICK )
|
||||
PluginManager:AddHook( Plugin, cPluginManager.E_PLUGIN_BLOCK_PLACE )
|
||||
PluginManager:AddHook( Plugin, cPluginManager.E_PLUGIN_BLOCK_DIG )
|
||||
|
||||
Log( "Initialized " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() )
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function IsForeverBurnable( BlockID )
|
||||
if( BlockID == E_BLOCK_BLOODSTONE ) then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function IsBurnable( BlockID )
|
||||
if( BlockID == E_BLOCK_LEAVES or BlockID == E_BLOCK_LOG ) then
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
function FindBurnableAround( X, Y, Z )
|
||||
World = cRoot:Get():GetWorld()
|
||||
|
||||
ListBurnables = {}
|
||||
if( IsBurnable( World:GetBlock(X-1, Y, Z) ) ) then
|
||||
table.insert( ListBurnables, { ["x"] = X-1, ["y"] = Y, ["z"] = Z } )
|
||||
end
|
||||
if( IsBurnable( World:GetBlock(X+1, Y, Z) ) ) then
|
||||
table.insert( ListBurnables, { ["x"] = X+1, ["y"] = Y, ["z"] = Z } )
|
||||
end
|
||||
if( IsBurnable( World:GetBlock(X, Y-1, Z) ) ) then
|
||||
table.insert( ListBurnables, { ["x"] = X, ["y"] = Y-1, ["z"] = Z } )
|
||||
end
|
||||
if( IsBurnable( World:GetBlock(X, Y+1, Z) ) ) then
|
||||
table.insert( ListBurnables, { ["x"] = X, ["y"] = Y+1, ["z"] = Z } )
|
||||
end
|
||||
if( IsBurnable( World:GetBlock(X, Y, Z-1) ) ) then
|
||||
table.insert( ListBurnables, { ["x"] = X, ["y"] = Y, ["z"] = Z-1 } )
|
||||
end
|
||||
if( IsBurnable( World:GetBlock(X, Y, Z+1) ) ) then
|
||||
table.insert( ListBurnables, { ["x"] = X, ["y"] = Y, ["z"] = Z+1 } )
|
||||
end
|
||||
|
||||
return ListBurnables
|
||||
end
|
||||
|
||||
|
||||
function OnBlockPlace( PacketData, Player )
|
||||
|
||||
if( PacketData.m_ItemType == E_BLOCK_FIRE or PacketData.m_ItemType == E_ITEM_FLINT_AND_STEEL ) then
|
||||
if( PacketData.m_Direction > -1 ) then
|
||||
local X = PacketData.m_PosX
|
||||
local Y = PacketData.m_PosY
|
||||
local Z = PacketData.m_PosZ
|
||||
|
||||
X, Y, Z = AddDirection( X, Y, Z, PacketData.m_Direction )
|
||||
local World = cRoot:Get():GetWorld()
|
||||
|
||||
--Since flint and steel doesn't do anything on the server side yet
|
||||
if( PacketData.m_ItemType == E_ITEM_FLINT_AND_STEEL ) then
|
||||
World:SetBlock( X, Y, Z, E_BLOCK_FIRE, 0 )
|
||||
end
|
||||
|
||||
if( not IsForeverBurnable( World:GetBlock( X, Y-1, Z ) ) ) then
|
||||
table.insert( FireBlocks, { ["x"] = X, ["y"] = Y, ["z"] = Z } )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false -- dont forbid placing the fire
|
||||
end
|
||||
|
||||
-- To put out fires! :D
|
||||
function OnBlockDig( PacketData, Player )
|
||||
if( PacketData.m_Direction < 0 ) then
|
||||
return false
|
||||
end
|
||||
|
||||
local X = PacketData.m_PosX
|
||||
local Y = PacketData.m_PosY
|
||||
local Z = PacketData.m_PosZ
|
||||
|
||||
X, Y, Z = AddDirection( X, Y, Z, PacketData.m_Direction )
|
||||
|
||||
local World = cRoot:Get():GetWorld()
|
||||
if( World:GetBlock( X, Y, Z ) == E_BLOCK_FIRE ) then
|
||||
World:SetBlock( X, Y, Z, E_BLOCK_AIR, 0 )
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local NumTicks = 0
|
||||
function Tick( DeltaTime )
|
||||
if( NumTicks < 10 ) then -- Only spread every 10 ticks, to make sure it doesnt happen too fast
|
||||
NumTicks = NumTicks + 1
|
||||
return
|
||||
end
|
||||
NumTicks = 0
|
||||
|
||||
local World = cRoot:Get():GetWorld()
|
||||
|
||||
local NewTable = {}
|
||||
for key,val in pairs(FireBlocks) do
|
||||
X = val["x"]
|
||||
Y = val["y"]
|
||||
Z = val["z"]
|
||||
local Burnables = FindBurnableAround(X, Y, Z)
|
||||
if( math.random(10) > 5 ) then
|
||||
table.insert( NewTable, val )
|
||||
elseif( #Burnables > 0 ) then
|
||||
local ToBurn = Burnables[ math.random( #Burnables ) ]
|
||||
World:SetBlock( ToBurn["x"], ToBurn["y"], ToBurn["z"], E_BLOCK_FIRE, 0 )
|
||||
table.insert( NewTable, ToBurn )
|
||||
table.insert( NewTable, val )
|
||||
else
|
||||
World:SetBlock( X, Y, Z, 0, 0 )
|
||||
end
|
||||
end
|
||||
FireBlocks = NewTable
|
||||
end
|
@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
#include "cSimulator.h"
|
||||
#include "cBlockEntity.h"
|
||||
#include "vector"
|
||||
#include <list>
|
||||
|
||||
class Vector3i;
|
||||
class cWorld;
|
||||
@ -25,7 +25,7 @@ protected:
|
||||
virtual bool BurnBlockAround(int a_X, int a_Y, int a_Z);
|
||||
virtual bool BurnBlock(int a_X, int a_Y, int a_Z);
|
||||
|
||||
typedef std::vector <Vector3i> BlockList;
|
||||
typedef std::list <Vector3i> BlockList;
|
||||
BlockList *m_Blocks;
|
||||
BlockList *m_Buffer;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user