// FloodyFluidSimulator.h // Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :) // https://forum.cuberite.org/thread-565.html #pragma once #include "DelayedFluidSimulator.h" class cFloodyFluidSimulator: public cDelayedFluidSimulator { using Super = cDelayedFluidSimulator; public: cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource); protected: NIBBLETYPE m_Falloff; int m_NumNeighborsForSource; // cDelayedFluidSimulator overrides: virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override; /** Checks tributaries, if not fed, decreases the block's level and returns true. */ bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta); /** Spreads into the specified block, if the blocktype there allows. a_Area is for checking. */ void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); /** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */ bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); /** Checks if the specified block should harden (Water / Lava interaction) and if so, converts it to a suitable block. Returns whether the block was changed or not. */ bool HardenBlock(cChunk * a_Chunk, Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta); /** Spread fluid to XZ neighbors. The coords are of the block currently being processed; a_NewMeta is the new meta for the new fluid block. Descendants may overridde to provide more sophisticated algorithms. */ virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); } ;