#pragma once #include "Simulator.h" enum Direction { X_PLUS, X_MINUS, Y_PLUS, Y_MINUS, Z_PLUS, Z_MINUS, NONE }; class cFluidSimulator : public cSimulator { typedef cSimulator super; public: cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); // cSimulator overrides: virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; /// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true); bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); } bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); } bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); } static bool CanWashAway(BLOCKTYPE a_BlockType); bool IsSolidBlock (BLOCKTYPE a_BlockType); bool IsPassableForFluid(BLOCKTYPE a_BlockType); /// Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account. bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2); protected: BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed } ;