// FloodyFluidSimulator.cpp // Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :) // http://forum.mc-server.org/showthread.php?tid=565 #include "Globals.h" #include "FloodyFluidSimulator.h" #include "../World.h" #include "../BlockArea.h" #include "../Blocks/BlockHandler.h" // Enable or disable detailed logging #if 0 #define FLOG LOGD #else #define FLOG(...) #endif cFloodyFluidSimulator::cFloodyFluidSimulator( cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource ) : super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay), m_Falloff(a_Falloff), m_NumNeighborsForSource(a_NumNeighborsForSource) { } void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) { FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ); cBlockArea Area; int MinBlockY = std::max(0, a_BlockY - 1); int MaxBlockY = std::min(+cChunkDef::Height, a_BlockY + 1); if (!Area.Read(m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1)) { // Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out. // TODO: Shouldn't we re-schedule? FLOG(" Cannot read area, bailing out."); return; } int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1); if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1))) { // Can happen - if a block is scheduled for simulating and gets replaced in the meantime. FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1)); return; } if (MyMeta != 0) { // Source blocks aren't checked for tributaries, others are. if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta)) { // Has no tributary, has been decreased, no more processing needed (neighbors have been scheduled by the decrease) return; } } // New meta for the spreading to neighbors: // If this is a source block or was falling, the new meta is just the falloff // Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later) NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff); BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1); if ((a_BlockY > 0) && (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below))) { // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian: SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8); } else if (NewMeta < 8) // Can reach there { // If source creation is on, check for it here: if ( (m_NumNeighborsForSource > 0) && // Source creation is on (MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out) !IsPassableForFluid(Below) && // Only exactly 1 block deep CheckNeighborsForSource(a_BlockX, a_BlockY, a_BlockZ, Area) // Did we create a source? ) { // We created a source, no more spreading is to be done now // Also has been re-scheduled for ticking in the next wave return; } // Spread to the neighbors: SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta); SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta); SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta); SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta); } // Mark as processed: m_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta); } bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta) { bool IsFed = false; int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area // If we have a section above, check if there's fluid above this block that would feed it: if (a_BlockY < cChunkDef::Height - 1) { IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1)); } // If not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block): if (!IsFed && (a_MyMeta != 8)) { IsFed = ( (IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) || (IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) || (IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) || (IsAllowedBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta)) ); } // If not fed, decrease by m_Falloff levels: if (!IsFed) { if (a_MyMeta >= 8) { FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, m_Falloff); } else { a_MyMeta += m_Falloff; if (a_MyMeta < 8) { FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta); } else { FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); } } return true; } return false; } void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta) { ASSERT(a_NewMeta <= 8); // Invalid meta values ASSERT(a_NewMeta > 0); // Source blocks aren't spread BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ); if (IsAllowedBlock(Block)) { NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta)) { // Don't spread there, there's already a higher or same level there return; } } // Check water - lava interaction: if (m_FluidBlock == E_BLOCK_LAVA) { if (IsBlockWater(Block)) { // Lava flowing into water, change to stone / cobblestone based on direction: BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE; FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone", a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str() ); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0); // TODO: Sound effect return; } } else if (m_FluidBlock == E_BLOCK_WATER) { if (IsBlockLava(Block)) { // Water flowing into lava, change to cobblestone / obsidian based on dest block: BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE; FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s", a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str() ); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0); // TODO: Sound effect return; } } else { ASSERT(!"Unknown fluid!"); } if (!IsPassableForFluid(Block)) { // Can't spread there return; } // Wash away the block there, if possible: if (CanWashAway(Block)) { cBlockHandler * Handler = BlockHandler(Block); if (Handler->DoesDropOnUnsuitable()) { Handler->DropBlock(m_World, NULL, a_BlockX, a_BlockY, a_BlockZ); } } // Spread: FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta); } bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area) { FLOG(" Checking neighbors for source creation"); static const Vector3i NeighborCoords[] = { Vector3i(-1, 0, 0), Vector3i( 1, 0, 0), Vector3i( 0, 0,-1), Vector3i( 0, 0, 1), } ; int NumNeeded = m_NumNeighborsForSource; for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++) { int x = a_BlockX + NeighborCoords[i].x; int y = a_BlockY + NeighborCoords[i].y; int z = a_BlockZ + NeighborCoords[i].z; BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; a_Area.GetBlockTypeMeta(x, y, z, BlockType, BlockMeta); FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str()); if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType)) { NumNeeded--; FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded); if (NumNeeded == 0) { // Found enough, turn into a source and bail out FLOG(" Found enough neighbor sources, turning into a source"); m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, 0); return true; } } } FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded); return false; }