#pragma once #include "Simulator.h" // fwd: class cChunk; /** Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used */ typedef cCoordWithIntList cSandSimulatorChunkData; /** Despite the class name, this simulator takes care of all blocks that fall when suspended in the air. */ class cSandSimulator : public cSimulator { public: cSandSimulator(cWorld & a_World, cIniFile & a_IniFile); // cSimulator overrides: virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; /** Returns true if a falling-able block can start falling through the specified block type */ static bool CanStartFallingThrough(BLOCKTYPE a_BlockType); /** Returns true if an already-falling block can pass through the specified block type (e. g. torch) */ static bool CanContinueFallThrough(BLOCKTYPE a_BlockType); /** Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass) */ static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType); /** Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs) */ static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); /** Called when a block finishes falling at the specified coords, either by insta-fall, or through cFallingBlock entity. It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup, based on the block currently present in the world at the dest specified coords. */ static void FinishFalling( cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta ); protected: bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead int m_TotalBlocks; // Total number of blocks currently in the queue for simulating virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; /** Performs the instant fall of the block - removes it from top, Finishes it at the bottom */ void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); };