#include "Globals.h" #include "FluidSimulator.h" #include "../World.h" cFluidSimulator::cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : super(a_World), m_FluidBlock(a_Fluid), m_StationaryFluidBlock(a_StationaryFluid) { } bool cFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType) { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); } bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType) { switch (a_BlockType) { case E_BLOCK_ACTIVATOR_RAIL: case E_BLOCK_ACTIVE_COMPARATOR: case E_BLOCK_BEETROOTS: case E_BLOCK_BIG_FLOWER: case E_BLOCK_BROWN_MUSHROOM: case E_BLOCK_CACTUS: case E_BLOCK_COBWEB: case E_BLOCK_CROPS: case E_BLOCK_DEAD_BUSH: case E_BLOCK_DETECTOR_RAIL: case E_BLOCK_INACTIVE_COMPARATOR: case E_BLOCK_LILY_PAD: case E_BLOCK_POWERED_RAIL: case E_BLOCK_RAIL: case E_BLOCK_REDSTONE_REPEATER_OFF: case E_BLOCK_REDSTONE_REPEATER_ON: case E_BLOCK_REDSTONE_TORCH_OFF: case E_BLOCK_REDSTONE_TORCH_ON: case E_BLOCK_REDSTONE_WIRE: case E_BLOCK_RED_MUSHROOM: case E_BLOCK_RED_ROSE: case E_BLOCK_SNOW: case E_BLOCK_SUGARCANE: case E_BLOCK_TALL_GRASS: case E_BLOCK_TORCH: case E_BLOCK_TRIPWIRE_HOOK: case E_BLOCK_TRIPWIRE: case E_BLOCK_YELLOW_FLOWER: { return true; } default: { return false; } } } bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType) { return !IsPassableForFluid(a_BlockType); } bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType) { return ( (a_BlockType == E_BLOCK_AIR) || (a_BlockType == E_BLOCK_FIRE) || IsAllowedBlock(a_BlockType) || CanWashAway(a_BlockType) ); } bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2) { if (a_Meta1 == 0) { // Source block is higher than anything, even itself. return true; } if ((a_Meta1 & 0x08) != 0) { // Falling fluid is higher than anything, including self return true; } if (a_Meta2 == 0) { // Second block is a source and first block isn't return false; } if ((a_Meta2 & 0x08) != 0) { // Second block is falling and the first one is neither a source nor falling return false; } // All special cases have been handled, now it's just a raw comparison: return (a_Meta1 < a_Meta2); } Vector3f cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z) { if (!cChunkDef::IsValidHeight(a_Y)) { return {}; } if (!IsAllowedBlock(m_World.GetBlock(a_X, a_Y, a_Z))) // No Fluid -> No Flowing direction :D { return {}; } const auto HeightFromMeta = [](NIBBLETYPE a_BlockMeta) -> NIBBLETYPE { // Falling water blocks are always full height (0) return ((a_BlockMeta & 0x08) != 0) ? 0 : a_BlockMeta; }; auto BlockMeta = m_World.GetBlockMeta(a_X, a_Y, a_Z); NIBBLETYPE CentralPoint = HeightFromMeta(BlockMeta); NIBBLETYPE LevelPoint[4]; // blocks around the checking pos Vector3i Points[] { { a_X + 1, a_Y, a_Z }, { a_X, a_Y, a_Z + 1 }, { a_X - 1, a_Y, a_Z }, { a_X, a_Y, a_Z - 1 } }; for (size_t i = 0; i < ARRAYCOUNT(LevelPoint); i++) { if (IsAllowedBlock(m_World.GetBlock(Points[i]))) { LevelPoint[i] = HeightFromMeta(m_World.GetBlockMeta(Points[i])); } else { LevelPoint[i] = CentralPoint; } } Vector3f Direction; // Calculate the flow direction Direction.x = (LevelPoint[0] - LevelPoint[2]) / 2.0f; Direction.z = (LevelPoint[1] - LevelPoint[3]) / 2.0f; if ((BlockMeta & 0x08) != 0) // Test falling bit { Direction.y = -1.0f; } return Direction; }