#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "FireSimulator.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_LOG LOGD #else #define FIRE_LOG(...) #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 #ifdef __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wglobal-constructors" #endif static const Vector3i gCrossCoords[] = { { 1, 0, 0}, {-1, 0, 0}, { 0, 0, 1}, { 0, 0, -1}, } ; static const Vector3i gNeighborCoords[] = { { 1, 0, 0}, {-1, 0, 0}, { 0, 1, 0}, { 0, -1, 0}, { 0, 0, 1}, { 0, 0, -1}, } ; #ifdef __clang__ #pragma clang diagnostic pop #endif //////////////////////////////////////////////////////////////////////////////// // 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); } cFireSimulator::~cFireSimulator() { } 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();) { int x = itr->x; int y = itr->y; int z = itr->z; auto AbsPos = cChunkDef::RelativeToAbsolute({x, y, z}, a_Chunk->GetPosX(), a_Chunk->GetPosZ()); BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z); if (!IsAllowedBlock(BlockType)) { // The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire) FIRE_LOG("FS: Removing block {%d, %d, %d}", AbsPos.x, AbsPos.y, AbsPos.z ); itr = Data.erase(itr); continue; } auto BurnsForever = ((y > 0) && DoesBurnForever(a_Chunk->GetBlock(x, (y - 1), z))); auto BlockMeta = a_Chunk->GetMeta(x, y, z); auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords), [this, AbsPos](Vector3i cc) { return (m_World.IsWeatherWetAtXYZ(AbsPos + cc)); } ); // 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(x, y, z, E_BLOCK_AIR, 0); itr = Data.erase(itr); continue; } // Try to spread the fire: TrySpreadFire(a_Chunk, x, y, z); itr->Data -= NumMSecs; if (itr->Data >= 0) { // Not yet, wait for it longer ++itr; continue; } /* FIRE_LOG("FS: Fire at {%d, %d, %d} is stepping", itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width ); */ // Has the fire burnt out? if (BlockMeta == 0x0f) { // The fire burnt out completely FIRE_LOG("FS: Fire at {%d, %d, %d} burnt out, removing the fire block", itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width ); a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0); RemoveFuelNeighbors(a_Chunk, x, y, z); itr = Data.erase(itr); continue; } // Burn out the fire one step by increasing the meta: if (!BurnsForever) { a_Chunk->SetMeta(x, y, z, BlockMeta + 1); } itr->Data = GetBurnStepTime(a_Chunk, x, y, z); // TODO: Add some randomness into this ++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(Vector3i a_Block, cChunk * a_Chunk) { if ((a_Chunk == nullptr) || !a_Chunk->IsValid()) { return; } int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width; int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width; BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ); if (!IsAllowedBlock(BlockType)) { return; } // Check for duplicates: cFireSimulatorChunkData & ChunkData = a_Chunk->GetFireSimulatorData(); for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr) { if ((itr->x == RelX) && (itr->y == a_Block.y) && (itr->z == RelZ)) { // Already present, skip adding return; } } // for itr - ChunkData[] FIRE_LOG("FS: Adding block {%d, %d, %d}", a_Block.x, a_Block.y, a_Block.z); ChunkData.push_back(cCoordWithInt(RelX, a_Block.y, RelZ, 100)); } int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) { bool IsBlockBelowSolid = false; if (a_RelY > 0) { BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ); 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 (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, 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 // SetBlock just to make sure fire doesn't spawn a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); return 0; } return static_cast(m_BurnStepTimeNonfuel); } void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) { /* if (GetRandomProvider().RandBool(0.99)) { // Make the chance to spread 100x smaller return; } */ for (int x = a_RelX - 1; x <= a_RelX + 1; x++) { for (int z = a_RelZ - 1; z <= a_RelZ + 1; z++) { for (int y = a_RelY - 1; y <= a_RelY + 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 {x, y, z} /* FIRE_LOG("FS: Trying to start fire at {%d, %d, %d}.", x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width ); */ if (CanStartFireInBlock(a_Chunk, x, y, z)) { int a_PosX = x + a_Chunk->GetPosX() * cChunkDef::Width; int a_PosZ = z + a_Chunk->GetPosZ() * cChunkDef::Width; if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, a_PosX, y, a_PosZ, ssFireSpread)) { return; } FIRE_LOG("FS: Starting new fire at {%d, %d, %d}.", a_PosX, y, a_PosZ); a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0); } } // for y } // for z } // for x } void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) { for (auto & Coord : gNeighborCoords) { BLOCKTYPE BlockType; int X = a_RelX + Coord.x; int Z = a_RelZ + Coord.z; cChunkPtr Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(X, Z); if (Neighbour == nullptr) { continue; } BlockType = Neighbour->GetBlock(X, a_RelY + Coord.y, Z); if (!IsFuel(BlockType)) { continue; } int AbsX = (Neighbour->GetPosX() * cChunkDef::Width) + X; int Y = a_RelY + Coord.y; int AbsZ = (Neighbour->GetPosZ() * cChunkDef::Width) + Z; if (BlockType == E_BLOCK_TNT) { m_World.SpawnPrimedTNT({static_cast(AbsX), static_cast(Y), static_cast(AbsZ)}, 0); Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0); return; } bool ShouldReplaceFuel = (GetRandomProvider().RandBool(m_ReplaceFuelChance * (1.0 / MAX_CHANCE_REPLACE_FUEL))); if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, AbsX, Y, AbsZ, ssFireSpread)) { Neighbour->SetBlock(X, Y, Z, E_BLOCK_FIRE, 0); } else { Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0); } } // for i - Coords[] } bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, 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 (size_t i = 0; i < ARRAYCOUNT(gNeighborCoords); i++) { if (!a_NearChunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta)) { // Neighbor inaccessible, skip it while evaluating continue; } if (IsFuel(BlockType)) { return true; } } // for i - Coords[] return false; }