// DelayedFluidSimulator.h // Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay // before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot. #pragma once #include "FluidSimulator.h" class cDelayedFluidSimulatorChunkData : public cFluidSimulatorData { public: class cSlot { public: /** Returns true if the specified block is stored */ bool HasBlock(int a_RelX, int a_RelY, int a_RelZ); /** Adds the specified block unless already present; returns true if added, false if the block was already present */ bool Add(int a_RelX, int a_RelY, int a_RelZ); /** Array of block containers, each item stores blocks for one Z coord Int param is the block index (for faster duplicate comparison in Add()) */ cCoordWithIntVector m_Blocks[16]; } ; cDelayedFluidSimulatorChunkData(int a_TickDelay); virtual ~cDelayedFluidSimulatorChunkData(); /** Slots, one for each delay tick, each containing the blocks to simulate */ cSlot * m_Slots; } ; class cDelayedFluidSimulator: public cFluidSimulator { using Super = cFluidSimulator; public: cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay); protected: virtual void Simulate(float a_Dt) override; virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; virtual void AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override; virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override; virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); } int m_TickDelay; // Count of the m_Slots array in each ChunkData int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData int m_TotalBlocks; // Statistics only: the total number of blocks currently queued /* Slots: | 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 | | adding blocks here ^ | ^ simulating here */ /** Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation. */ virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0; } ;