#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "FireSimulator.h" #include "../BlockInfo.h" #include "../World.h" #include "../Defines.h" #include "../Chunk.h" #include "../Root.h" #include "../Bindings/PluginManager.h" // Easy switch for turning on debugging logging: #if 0 #define FIRE_FLOG FLOGD #else #define FIRE_FLOG(...) #endif #define MAX_CHANCE_REPLACE_FUEL 100000 #define MAX_CHANCE_FLAMMABILITY 100000 // The base chance that in a tick, rain will extinguish a fire block. #define CHANCE_BASE_RAIN_EXTINGUISH 0.2 // The additional chance, multiplied by the meta of the fire block, that rain // will extinguish a fire block in a tick. #define CHANCE_AGE_M_RAIN_EXTINGUISH 0.03 static constexpr Vector3i gCrossCoords[] = { { 1, 0, 0}, {-1, 0, 0}, { 0, 0, 1}, { 0, 0, -1}, } ; static constexpr Vector3i gNeighborCoords[] = { { 1, 0, 0}, {-1, 0, 0}, { 0, 1, 0}, { 0, -1, 0}, { 0, 0, 1}, { 0, 0, -1}, }; //////////////////////////////////////////////////////////////////////////////// // cFireSimulator: cFireSimulator::cFireSimulator(cWorld & a_World, cIniFile & a_IniFile) : cSimulator(a_World) { // Read params from the ini file: m_BurnStepTimeFuel = static_cast(a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeFuel", 500)); m_BurnStepTimeNonfuel = static_cast(a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeNonfuel", 100)); m_Flammability = a_IniFile.GetValueSetI("FireSimulator", "Flammability", 50); m_ReplaceFuelChance = a_IniFile.GetValueSetI("FireSimulator", "ReplaceFuelChance", 50000); } void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) { cCoordWithIntList & Data = a_Chunk->GetFireSimulatorData(); int NumMSecs = static_cast(a_Dt.count()); for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();) { Vector3i relPos(itr->x, itr->y, itr->z); auto blockType = a_Chunk->GetBlock(relPos); if (!IsAllowedBlock(blockType)) { // The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire) FIRE_FLOG("FS: Removing block {0}", absPos); itr = Data.erase(itr); continue; } auto BurnsForever = ((relPos.y > 0) && DoesBurnForever(a_Chunk->GetBlock(relPos.addedY(-1)))); auto BlockMeta = a_Chunk->GetMeta(relPos); auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords), [a_Chunk, relPos](Vector3i cc) { auto Adjusted = relPos + cc; const auto Chunk = a_Chunk->GetRelNeighborChunkAdjustCoords(Adjusted); if ((Chunk != nullptr) && Chunk->IsValid()) { return Chunk->IsWeatherWetAt(Adjusted); } return false; }); // Randomly burn out the fire if it is raining: if (!BurnsForever && Raining && GetRandomProvider().RandBool(CHANCE_BASE_RAIN_EXTINGUISH + (BlockMeta * CHANCE_AGE_M_RAIN_EXTINGUISH))) { a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0); itr = Data.erase(itr); continue; } // Try to spread the fire: TrySpreadFire(a_Chunk, relPos); itr->Data -= NumMSecs; if (itr->Data >= 0) { // Not yet, wait for it longer ++itr; continue; } // FIRE_FLOG("FS: Fire at {0} is stepping", absPos); // TODO: Add some randomness into this const auto BurnStep = GetBurnStepTime(a_Chunk, relPos); if (BurnStep == 0) { // Fire has no fuel or ground block, extinguish flame a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0); itr = Data.erase(itr); continue; } // Has the fire burnt out? if (BlockMeta == 0x0f) { // The fire burnt out completely FIRE_FLOG("FS: Fire at {0} burnt out, removing the fire block", absPos); a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0); RemoveFuelNeighbors(a_Chunk, relPos); itr = Data.erase(itr); continue; } // Burn out the fire one step by increasing the meta: if (!BurnsForever) { a_Chunk->SetMeta(relPos, BlockMeta + 1); } itr->Data = BurnStep; ++itr; } // for itr - Data[] } bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType) { return (a_BlockType == E_BLOCK_FIRE); } bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType) { switch (a_BlockType) { case E_BLOCK_PLANKS: case E_BLOCK_DOUBLE_WOODEN_SLAB: case E_BLOCK_WOODEN_SLAB: case E_BLOCK_OAK_WOOD_STAIRS: case E_BLOCK_SPRUCE_WOOD_STAIRS: case E_BLOCK_BIRCH_WOOD_STAIRS: case E_BLOCK_JUNGLE_WOOD_STAIRS: case E_BLOCK_LEAVES: case E_BLOCK_NEW_LEAVES: case E_BLOCK_LOG: case E_BLOCK_NEW_LOG: case E_BLOCK_WOOL: case E_BLOCK_BOOKCASE: case E_BLOCK_FENCE: case E_BLOCK_SPRUCE_FENCE: case E_BLOCK_BIRCH_FENCE: case E_BLOCK_JUNGLE_FENCE: case E_BLOCK_DARK_OAK_FENCE: case E_BLOCK_ACACIA_FENCE: case E_BLOCK_OAK_FENCE_GATE: case E_BLOCK_SPRUCE_FENCE_GATE: case E_BLOCK_BIRCH_FENCE_GATE: case E_BLOCK_JUNGLE_FENCE_GATE: case E_BLOCK_DARK_OAK_FENCE_GATE: case E_BLOCK_ACACIA_FENCE_GATE: case E_BLOCK_TNT: case E_BLOCK_VINES: case E_BLOCK_HAY_BALE: case E_BLOCK_TALL_GRASS: case E_BLOCK_BIG_FLOWER: case E_BLOCK_DANDELION: case E_BLOCK_FLOWER: case E_BLOCK_CARPET: { return true; } } return false; } bool cFireSimulator::DoesBurnForever(BLOCKTYPE a_BlockType) { return (a_BlockType == E_BLOCK_NETHERRACK); } void cFireSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) { if (!IsAllowedBlock(a_Block)) { return; } // Check for duplicates: cFireSimulatorChunkData & ChunkData = a_Chunk.GetFireSimulatorData(); for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr) { const Vector3i ItrPos{itr->x, itr->y, itr->z}; if (ItrPos == a_Position) { // Block already present, check if burn step should decrease // This means if fuel is removed, then the fire burns out sooner const auto NewBurnStep = GetBurnStepTime(&a_Chunk, a_Position); if (itr->Data > NewBurnStep) { FIRE_FLOG("FS: Block lost its fuel at {0}", a_Block); itr->Data = NewBurnStep; } return; } } // for itr - ChunkData[] FIRE_FLOG("FS: Adding block {0}", a_Block); ChunkData.emplace_back(a_Position.x, a_Position.y, a_Position.z, 100); } int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, Vector3i a_RelPos) { bool IsBlockBelowSolid = false; if (a_RelPos.y > 0) { BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelPos.addedY(-1)); if (DoesBurnForever(BlockBelow)) { // Is burning atop of netherrack, burn forever (re-check in 10 sec) return 10000; } if (IsFuel(BlockBelow)) { return static_cast(m_BurnStepTimeFuel); } IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow); } for (const auto & cross: gCrossCoords) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (a_Chunk->UnboundedRelGetBlock(a_RelPos + cross, BlockType, BlockMeta)) { if (IsFuel(BlockType)) { return static_cast(m_BurnStepTimeFuel); } } } // for i - gCrossCoords[] if (!IsBlockBelowSolid) { // Checked through everything, nothing was flammable // If block below isn't solid, we can't have fire, it would be a non-fueled fire return 0; } return static_cast(m_BurnStepTimeNonfuel); } void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, Vector3i a_RelPos) { /* if (GetRandomProvider().RandBool(0.99)) { // Make the chance to spread 100x smaller return; } */ for (int x = -1; x <= 1; x++) { for (int z = -1; z <= 1; z++) { for (int y = 1; y <= 2; y++) // flames spread up one more block than around { // No need to check the coords for equality with the parent block, // it cannot catch fire anyway (because it's not an air block) if (!GetRandomProvider().RandBool(m_Flammability * (1.0 / MAX_CHANCE_FLAMMABILITY))) { continue; } // Start the fire in the neighbor a_RelPos + {x, y, z} auto dstRelPos = a_RelPos + Vector3i{x, y, z}; if (CanStartFireInBlock(a_Chunk, dstRelPos)) { auto dstAbsPos = a_Chunk->RelativeToAbsolute(dstRelPos); if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, dstAbsPos.x, dstAbsPos.y, dstAbsPos.z, ssFireSpread)) { return; } FIRE_FLOG("FS: Starting new fire at {0}.", dstAbsPos); a_Chunk->UnboundedRelSetBlock(dstRelPos, E_BLOCK_FIRE, 0); } } // for y } // for z } // for x } void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, Vector3i a_RelPos) { for (auto & coord : gNeighborCoords) { BLOCKTYPE BlockType; auto relPos = a_RelPos + coord; auto neighbor = a_Chunk->GetRelNeighborChunkAdjustCoords(relPos); if (neighbor == nullptr) { continue; } BlockType = neighbor->GetBlock(relPos); if (!IsFuel(BlockType)) { continue; } auto absPos = neighbor->RelativeToAbsolute(relPos); if (BlockType == E_BLOCK_TNT) { neighbor->SetBlock(relPos, E_BLOCK_AIR, 0); m_World.SpawnPrimedTNT(Vector3d(absPos) + Vector3d(0.5, 0.5, 0.5)); // 80 ticks to boom return; } bool ShouldReplaceFuel = (GetRandomProvider().RandBool(m_ReplaceFuelChance * (1.0 / MAX_CHANCE_REPLACE_FUEL))); if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, absPos.x, absPos.y, absPos.z, ssFireSpread)) { neighbor->SetBlock(relPos, E_BLOCK_FIRE, 0); } else { neighbor->SetBlock(relPos, E_BLOCK_AIR, 0); } } // for i - Coords[] } bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, Vector3i a_RelPos) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_NearChunk->UnboundedRelGetBlock(a_RelPos, BlockType, BlockMeta)) { // The chunk is not accessible return false; } if (BlockType != E_BLOCK_AIR) { // Only an air block can be replaced by a fire block return false; } for (const auto & neighbor: gNeighborCoords) { if (!a_NearChunk->UnboundedRelGetBlock(a_RelPos + neighbor, BlockType, BlockMeta)) { // Neighbor inaccessible, skip it while evaluating continue; } if (IsFuel(BlockType)) { return true; } } // for i - Coords[] return false; }