// FloodyFluidSimulator.cpp // Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :) // https://forum.cuberite.org/thread-565.html #include "Globals.h" #include "FloodyFluidSimulator.h" #include "../BlockInfo.h" #include "../World.h" #include "../Chunk.h" #include "../BlockArea.h" #include "../Blocks/BlockHandler.h" #include "../BlockInServerPluginInterface.h" #include "../Blocks/ChunkInterface.h" // Enable or disable detailed logging #if 0 #define FLUID_FLOG FLOGD #else #define FLUID_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(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) { FLUID_FLOG("Simulating block {0}: block {1}, meta {2}", a_Chunk->PositionToWorldPosition(a_RelX, a_RelY, a_RelZ), a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ), a_Chunk->GetMeta(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. FLUID_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. if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta)) { // Has no tributary, has been decreased (in CheckTributaries()), // no more processing needed (neighbors have been scheduled by the decrease) FLUID_FLOG(" CheckTributaries exit"); 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); if (a_RelY > 0) { bool SpreadFurther = true; BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ); if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)) { // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian: SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8); // Source blocks spread both downwards and sideways if (MyMeta != 0) { SpreadFurther = false; } } // Spread to the neighbors: if (SpreadFurther && (NewMeta < 8)) { SpreadXZ(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta); } // 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 (Below == m_StationaryFluidBlock) // Or a source block underneath ) && CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // 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, so no marking is needed return; } } // Mark as processed: a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta); } void cFloodyFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) { SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta); SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta); SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta); SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta); } bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta) { // If we have a section above, check if there's fluid above this block that would feed it: if (a_RelY < cChunkDef::Height - 1) { if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ))) { // This block is fed from above, no more processing needed FLUID_FLOG(" Fed from above"); return false; } } // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block): if (a_MyMeta != 8) { 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 (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta)) { // This block is fed, no more processing needed FLUID_FLOG(" Fed from {0}, type {1}, meta {2}", a_Chunk->PositionToWorldPosition(a_RelX+ Coords[i].x, a_RelY, a_RelZ + Coords[i].z), BlockType, BlockMeta ); return false; } } // for i - Coords[] } // if not fed from above // Block is not fed, decrease by m_Falloff levels: if (a_MyMeta >= 8) { FLUID_FLOG(" Not fed and downwards, turning into non-downwards meta {0}", m_Falloff); a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_StationaryFluidBlock, m_Falloff); } else { a_MyMeta += m_Falloff; if (a_MyMeta < 8) { FLUID_FLOG(" Not fed, decreasing from {0} to {1}", a_MyMeta - m_Falloff, a_MyMeta); a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_StationaryFluidBlock, a_MyMeta); } else { FLUID_FLOG(" Not fed, meta {0}, erasing altogether", a_MyMeta); a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_AIR, 0); } } return true; } void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) { ASSERT(a_NewMeta <= 8); // Invalid meta values ASSERT(a_NewMeta > 0); // Source blocks aren't spread Vector3i relPos(a_RelX, a_RelY, a_RelZ); a_NearChunk = a_NearChunk->GetRelNeighborChunkAdjustCoords(relPos); if ((a_NearChunk == nullptr) || (!a_NearChunk->IsValid())) { // Chunk not available return; } const auto absPos = a_NearChunk->RelativeToAbsolute(relPos); BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; a_NearChunk->GetBlockTypeMeta(relPos, BlockType, BlockMeta); if (IsAllowedBlock(BlockType)) { if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, 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(BlockType)) { // Lava flowing into water, change to stone / cobblestone based on direction: BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE; FLUID_FLOG(" Lava flowing into water, turning water at rel {0} into {1}", relPos, ItemTypeToString(NewBlock) ); a_NearChunk->SetBlock(relPos, NewBlock, 0); m_World.BroadcastSoundEffect( "block.lava.extinguish", absPos, 0.5f, 1.5f ); return; } } else if (m_FluidBlock == E_BLOCK_WATER) { if (IsBlockLava(BlockType)) { // Water flowing into lava, change to cobblestone / obsidian based on dest block: BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE; FLUID_FLOG(" Water flowing into lava, turning lava at rel {0} into {1}", relPos, ItemTypeToString(NewBlock) ); a_NearChunk->SetBlock(relPos, NewBlock, 0); m_World.BroadcastSoundEffect( "block.lava.extinguish", absPos, 0.5f, 1.5f ); return; } } else { ASSERT(!"Unknown fluid!"); } if (!IsPassableForFluid(BlockType)) { // Can't spread there return; } // Wash away the block there, if possible: if (CanWashAway(BlockType)) { cBlockHandler * Handler = BlockHandler(BlockType); if (Handler->DoesDropOnUnsuitable()) { m_World.DropBlockAsPickups(absPos, nullptr, nullptr); } } // if (CanWashAway) // Spread: FLUID_FLOG(" Spreading to {0} with meta {1}", absPos, a_NewMeta); a_NearChunk->SetBlock(relPos, m_FluidBlock, a_NewMeta); m_World.GetSimulatorManager()->WakeUp(*a_NearChunk, relPos); HardenBlock(a_NearChunk, relPos, m_FluidBlock, a_NewMeta); } bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) { FLUID_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 (size_t i = 0; i < ARRAYCOUNT(NeighborCoords); i++) { int x = a_RelX + NeighborCoords[i].x; int y = a_RelY + NeighborCoords[i].y; int z = a_RelZ + NeighborCoords[i].z; BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta)) { // Neighbor not available, skip it continue; } // FLUID_FLOG(" Neighbor at {0}: {1}", Vector3i{x, y, z}, ItemToFullString(cItem(BlockType, 1, BlockMeta))); if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType)) { NumNeeded--; // FLUID_FLOG(" Found a neighbor source at {0}, NumNeeded := {1}", Vector3i{x, y, z}, NumNeeded); if (NumNeeded == 0) { // Found enough, turn into a source and bail out // FLUID_FLOG(" Found enough neighbor sources, turning into a source"); a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_FluidBlock, 0); return true; } } } // FLUID_FLOG(" Not enough neighbors for turning into a source, NumNeeded = {0}", NumNeeded); return false; } bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) { ASSERT(cChunkDef::IsValidRelPos(a_RelPos)); // Only lava blocks can harden if (!IsBlockLava(a_BlockType)) { return false; } bool ShouldHarden = false; BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; static const Vector3i neighborOffsets[] = { Vector3i( 1, 0, 0), Vector3i(-1, 0, 0), Vector3i( 0, 0, 1), Vector3i( 0, 0, -1), }; for (const auto & ofs: neighborOffsets) { if (!a_Chunk->UnboundedRelGetBlock(a_RelPos + ofs, BlockType, BlockMeta)) { continue; } if (IsBlockWater(BlockType)) { ShouldHarden = true; } } // for i - Coords[] if (ShouldHarden) { if (a_Meta == 0) { // Source lava block a_Chunk->SetBlock(a_RelPos, E_BLOCK_OBSIDIAN, 0); return true; } // Ignore last lava level else if (a_Meta <= 4) { a_Chunk->SetBlock(a_RelPos, E_BLOCK_COBBLESTONE, 0); return true; } } return false; }