From eaf973544be0dccdb69796f64977314058fa82b6 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Thu, 14 Mar 2013 20:46:40 +0000 Subject: [PATCH] Removed the Classic fluid simulator, it was too unstable git-svn-id: http://mc-server.googlecode.com/svn/trunk@1274 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- VC2008/MCServer.vcproj | 8 - source/Simulator/ClassicFluidSimulator.cpp | 572 --------------------- source/Simulator/ClassicFluidSimulator.h | 50 -- source/World.cpp | 24 +- 4 files changed, 7 insertions(+), 647 deletions(-) delete mode 100644 source/Simulator/ClassicFluidSimulator.cpp delete mode 100644 source/Simulator/ClassicFluidSimulator.h diff --git a/VC2008/MCServer.vcproj b/VC2008/MCServer.vcproj index b8520b180..515cfb9d7 100644 --- a/VC2008/MCServer.vcproj +++ b/VC2008/MCServer.vcproj @@ -1066,14 +1066,6 @@ - - - - diff --git a/source/Simulator/ClassicFluidSimulator.cpp b/source/Simulator/ClassicFluidSimulator.cpp deleted file mode 100644 index d96c863c1..000000000 --- a/source/Simulator/ClassicFluidSimulator.cpp +++ /dev/null @@ -1,572 +0,0 @@ - -// ClassicFluidSimulator.cpp - -// Implements the cClassicFluidSimulator class representing the original MCServer's fluid simulator - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "ClassicFluidSimulator.h" -#include "../World.h" -#include "../BlockID.h" -#include "../Defines.h" -#include "../Item.h" -#include "../Blocks/BlockHandler.h" - - - - - - -// #define DEBUG_FLUID - -#ifdef DEBUG_FLUID - #define LOG_FLUID(...) LOGD( __VA_ARGS__ ) -#else - #define LOG_FLUID(...) -#endif - - - - - -class cClassicFluidSimulator::FluidData -{ -public: - FluidData(cWorld & a_World, cClassicFluidSimulator * a_Simulator ) - : m_ActiveFluid( new std::set < Vector3i >() ) - , m_Simulator (a_Simulator) - , m_Buffer( new std::set< Vector3i >() ) - , m_World( a_World ) - { - } - - - ~FluidData() - { - delete m_Buffer; - delete m_ActiveFluid; - } - - - void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock) - { - Vector3i LevelPoints [] = { - Vector3i(a_CurBlock.x - 1, a_CurBlock.y, a_CurBlock.z), - Vector3i(a_CurBlock.x + 1, a_CurBlock.y, a_CurBlock.z), - Vector3i(a_CurBlock.x, a_CurBlock.y, a_CurBlock.z - 1), - Vector3i(a_CurBlock.x, a_CurBlock.y, a_CurBlock.z + 1), - }; - - - for (int i = 0; i < 4; i++) - { - Vector3i cur = LevelPoints[i]; - switch (m_Relief[cur.x][cur.z]) - { - case E_HOLE: - { - m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z]; - m_CurResult|=m_StartSide[cur.x][cur.z]; - m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1; - LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) ); - LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z); - break; - } - - case E_BLOCK: - { - break; - } - - case E_PLAIN: - { - if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1) - { - m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1; - m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z]; - m_WaveQueue.push(cur); - } - else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1) - { - m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z]; - } - LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]); - break; - } - } - } - } - - - std::vector< Vector3i > GetLowestPoints(int a_BlockX, int a_BlockY, int a_BlockZ) - { - std::vector< Vector3i > Points; // result - - Vector3i CornerGlobal(a_BlockX - AREA_WIDTH / 2, a_BlockY, a_BlockZ - AREA_WIDTH / 2); - - // TODO: Rewrite without relief, get blocks directly in algorithm - for (int x = 0; x < AREA_WIDTH; x++) - { - for (int z = 0; z < AREA_WIDTH; z++) - { - BLOCKTYPE UpperBlock = m_World.GetBlock(CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z); - BLOCKTYPE DownBlock = m_World.GetBlock(CornerGlobal.x + x, CornerGlobal.y - 1, CornerGlobal.z + z); - - if (m_Simulator->IsSolidBlock(UpperBlock) || (m_Simulator->IsStationaryFluidBlock(UpperBlock))) - { - m_Relief[x][z] = E_BLOCK; - } - else if (m_Simulator->IsSolidBlock(DownBlock)) - { - m_Relief[x][z] = E_PLAIN; - } - else - { - m_Relief[x][z] = E_HOLE; - } - m_WayLength[x][z] = 255; - m_StartSide[x][z] = E_SIDE_NONE; - } - LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]); - } - - m_NearestHole = 5; - m_CurResult = 0; - while (!m_WaveQueue.empty()) m_WaveQueue.pop(); // _X 2012_10_13: WTF? why not use m_WaveQueue.clear() ? - - int left = AREA_WIDTH / 2 - 1; - int right = AREA_WIDTH / 2 + 1; - int center = AREA_WIDTH / 2; - - Vector3i r(right, 0, center); // right block - Vector3i l(left, 0, center); // left block - Vector3i f(center, 0, right); // front block - Vector3i b(center, 0, left); // back block - Vector3i c(center, 0, center); // center block - - m_WayLength[c.x][c.z] = 0; - - Vector3i Nearest[] = {r, l, f, b}; - unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK}; - - for (int i = 0; i < 4; i++) - { - Vector3i cur = Nearest[i]; - switch (m_Relief[cur.x][cur.z]) - { - case E_HOLE: - { - m_StartSide[cur.x][cur.z] = Sides[i]; - m_CurResult |= m_StartSide[cur.x][cur.z]; - m_NearestHole = 1; - LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) ); - break; - } - - case E_BLOCK: - { - break; - } - - case E_PLAIN: - { - m_WaveQueue.push(cur); - m_StartSide[cur.x][cur.z] = Sides[i]; - m_WayLength[cur.x][cur.z] = 1; - LOG_FLUID("Plain found: %d", int(Sides[i])); - break; - } - } - } - - Vector3i curBlock; - - bool bContinue = !m_WaveQueue.empty(); - - if (!m_WaveQueue.empty()) - { - curBlock = m_WaveQueue.front(); - bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole); - } - - while (bContinue) - { - LOG_FLUID("while iteration" ); - curBlock = m_WaveQueue.front(); - UpdateWave(CornerGlobal, curBlock); - m_WaveQueue.pop(); - - bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) ); - } - - if (m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ)); - if (m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ)); - if (m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1)); - if (m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1)); - - if (Points.empty()) - { - Vector3i LevelPoints [] = { - Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ), - Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ), - Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1), - Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1), - }; - for (int i = 0; i < 4; ++i) - { - char Block = m_World.GetBlock(LevelPoints[i].x, a_BlockY, LevelPoints[i].z); - if (m_Simulator->IsPassableForFluid(Block)) - { - Points.push_back(LevelPoints[i]); - } - } - } - - return Points; - } - - std::set< Vector3i > * m_ActiveFluid; - std::set< Vector3i > * m_Buffer; - cWorld & m_World; - cClassicFluidSimulator * m_Simulator; - - const static int AREA_WIDTH = 11; - - const static unsigned char E_SIDE_RIGHT = 0x10; - const static unsigned char E_SIDE_LEFT = 0x20; - const static unsigned char E_SIDE_FRONT = 0x40; - const static unsigned char E_SIDE_BACK = 0x80; - const static unsigned char E_SIDE_NONE = 0x00; - - enum eRelief - { - E_HOLE = 0, - E_PLAIN = 1, - E_BLOCK = 2 - }; - - eRelief m_Relief[AREA_WIDTH][AREA_WIDTH]; - unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH]; - unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH]; - - std::queue m_WaveQueue; - - int m_NearestHole; - unsigned char m_CurResult; -}; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cClassicFluidSimulator: - -cClassicFluidSimulator::cClassicFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff) : - cFluidSimulator(a_World, a_Fluid, a_StationaryFluid), - m_Data(NULL), - m_MaxHeight(a_MaxHeight), - m_Falloff(a_Falloff) -{ - m_Data = new FluidData(a_World, this); -} - - - - - -cClassicFluidSimulator::~cClassicFluidSimulator() -{ - delete m_Data; -} - - - - - -void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) -{ - // TODO: This can be optimized - BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ); - if (!IsAllowedBlock(BlockType)) // This should save very much time because it doesn´t have to iterate through all blocks - { - return; - } - - std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid; - ActiveFluid.insert(Vector3i(a_BlockX, a_BlockY, a_BlockZ)); -} - - - - - -NIBBLETYPE cClassicFluidSimulator::GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ) -{ - NIBBLETYPE Max = m_MaxHeight + m_Falloff; - -#define __HIGHLEVEL_CHECK__( x, y, z ) \ - if (IsAllowedBlock(m_World.GetBlock( x, y, z ) ) ) \ - { \ - NIBBLETYPE Meta; \ - if ((Meta = m_World.GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \ - else if (Meta == m_MaxHeight + m_Falloff) Max = 0; \ - if (Max == 0) return 0; \ - } - - __HIGHLEVEL_CHECK__(a_BlockX - 1, a_BlockY, a_BlockZ ); - __HIGHLEVEL_CHECK__(a_BlockX + 1, a_BlockY, a_BlockZ ); - __HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ - 1); - __HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ + 1); - - return Max; -} - - - - - -void cClassicFluidSimulator::Simulate(float a_Dt) -{ - m_Timer += a_Dt; - - if (m_Data->m_ActiveFluid->empty()) // Nothing to do if there is no active fluid ;) saves very little time ;D - { - return; - } - - std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array - m_Data->m_ActiveFluid->clear(); - - std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer; - for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr ) - { - const Vector3i & pos = *itr; - - if(UniqueSituation(pos)) - { - continue; - } - - char BlockID = m_World.GetBlock( pos.x, pos.y, pos.z ); - if( IsAllowedBlock( BlockID ) ) // only care about own fluid - { - bool bIsFed = false; - NIBBLETYPE Meta = m_World.GetBlockMeta( pos.x, pos.y, pos.z ); - NIBBLETYPE Feed = Meta; - if (BlockID == m_StationaryFluidBlock) Meta = 0; - if (Meta == 8 ) // Falling fluid - { - if (IsAllowedBlock( m_World.GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid - { - bIsFed = true; - Meta = 0; // Make it a full block - } - } - else if (Meta < m_Falloff) // It's a full block, so it's always fed - { - bIsFed = true; - } - else - { - if ((Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta) - bIsFed = true; - } - - - if( bIsFed ) - { - char DownID = m_World.GetBlock(pos.x, pos.y - 1, pos.z); - bool bWashedAwayItem = CanWashAway(DownID); - if ((IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryFluidBlock(DownID) ) // free for fluid - { - if (bWashedAwayItem) - { - cBlockHandler * Handler = BlockHandler(DownID); - if (Handler->DoesDropOnUnsuitable()) - { - Handler->DropBlock(&m_World, NULL, pos.x, pos.y - 1, pos.z); - } - } - if (pos.y > 0) - { - m_World.SetBlock(pos.x, pos.y - 1, pos.z, m_FluidBlock, 8); // falling - ApplyUniqueToNearest(pos - Vector3i(0, 1, 0)); - } - } - if (IsSolidBlock(DownID) || (BlockID == m_StationaryFluidBlock)) // Not falling - { - if (Feed + m_Falloff < Meta) - { - m_World.SetBlock(pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_Falloff); - ApplyUniqueToNearest(pos); - } - else if ((Meta < m_MaxHeight ) || (BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread - { - std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z ); - for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr ) - { - Vector3i & p = *itr; - char BlockID = m_World.GetBlock( p.x, p.y, p.z ); - bool bWashedAwayItem = CanWashAway( BlockID ); - - if (!IsPassableForFluid(BlockID)) continue; - - if (!IsAllowedBlock(BlockID)) - { - if (bWashedAwayItem) - { - cBlockHandler * Handler = BlockHandler(DownID); - if (Handler->DoesDropOnUnsuitable()) - { - Handler->DropBlock(&m_World, NULL, p.x, p.y, p.z); - } - } - - if (p.y == pos.y) - { - m_World.SetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_Falloff); - } - else - { - m_World.SetBlock(p.x, p.y, p.z, m_FluidBlock, 8); - } - ApplyUniqueToNearest(p); - } - else // it's fluid - { - NIBBLETYPE PointMeta = m_World.GetBlockMeta(p.x, p.y, p.z); - if (PointMeta > Meta + m_Falloff) - { - // TODO: AddBlock(p.x, p.y, p.z); - ApplyUniqueToNearest(p); - } - } - } - } - } - } - else // not fed - { - m_World.SetBlock(pos.x, pos.y, pos.z, E_BLOCK_AIR, 0); - } - } - } -} - - - - - -bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos) -{ - bool result = false; - - char BlockId = m_World.GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); - char Meta = m_World.GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); - - if(IsBlockWater(BlockId)) - { - - char UpperBlock = m_World.GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z ); - if(IsBlockLava(UpperBlock)) - { - m_World.SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0); - } - - - if(BlockId != E_BLOCK_STATIONARY_WATER) - { - char DownBlockId = m_World.GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z ); - if(IsSolidBlock(DownBlockId)) - { - Vector3i LevelPoints [] = { - Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), - }; - int SourceBlocksCount = 0; - for(int i=0; i<4; i++) - { - if (m_World.GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER) - { - SourceBlocksCount++; - } - } - if(SourceBlocksCount>=2) - { - m_World.SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0); - } - } - - } - } - - if(IsBlockLava(BlockId)) - { - bool bWater = false; - - char UpperBlock = m_World.GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z ); - if (IsBlockWater(UpperBlock)) - { - bWater = true; - } - else - { - Vector3i LevelPoints [] = { - Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), - }; - - for(int i=0; i<4; i++) - { - if (IsBlockWater(m_World.GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z))) - { - bWater = true; - } - } - } - - - if (bWater) - { - if (BlockId == E_BLOCK_STATIONARY_LAVA) - { - m_World.SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0); - } - else if (MetaRegisterSimulator(res, Rate);