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cuberite-2a/src/Simulator/DelayedFluidSimulator.h
Tiger Wang 9b97d63f8f
Chest, weather, crash, and miscellaneous fixes (#5215)
* Alpha-sort cChestEntity

* Chests: use SendUpdateBlockEntity

* Pathfinder: fix out of range Y

* 1.13: correct weather packet ID

* Chests: fix neighbour scanner

+ Add OnAddToWorld and overload to scan neighbours there, instead of in the constructor/OnUse. This fixes hoppers accessing newly loaded double chests and seeing a null m_Neighbour, thus thinking its a single chest.
* Fix typo in cross coords computation.
* Simplify hopper logic.

* Block entities: ASSERT that type is correct

If you match the block type first before calling DoWithBlockEntity, the corresponding block entity must either be empty or correspond to the block type.

* Chunk: fix some forgotten PendingSendBE cleanup

+ Add cleanup in SetAllData, WriteBlockArea
- Remove RemoveBlockEntity (used once), HasBlockEntity (not used)

* Replace MakeIndex with MakeIndexNoCheck

* Remove extraneous MarkDirty in hopper & chests
2021-04-30 13:23:46 +00:00

82 lines
2.4 KiB
C++

// DelayedFluidSimulator.h
// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
#pragma once
#include "FluidSimulator.h"
class cDelayedFluidSimulatorChunkData :
public cFluidSimulatorData
{
public:
class cSlot
{
public:
/** Returns true if the specified block is stored */
bool HasBlock(int a_RelX, int a_RelY, int a_RelZ);
/** Adds the specified block unless already present; returns true if added, false if the block was already present */
bool Add(int a_RelX, int a_RelY, int a_RelZ);
/** Array of block containers, each item stores blocks for one Z coord
size_t param is the block index (for faster duplicate comparison in Add())
*/
std::vector<cCoordWithData<size_t>> m_Blocks[16];
} ;
cDelayedFluidSimulatorChunkData(int a_TickDelay);
virtual ~cDelayedFluidSimulatorChunkData() override;
/** Slots, one for each delay tick, each containing the blocks to simulate */
cSlot * m_Slots;
} ;
class cDelayedFluidSimulator:
public cFluidSimulator
{
using Super = cFluidSimulator;
public:
cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay);
protected:
virtual void Simulate(float a_Dt) override;
virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
virtual void AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
virtual void WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); }
int m_TickDelay; // Count of the m_Slots array in each ChunkData
int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData
int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData
int m_TotalBlocks; // Statistics only: the total number of blocks currently queued
/* Slots:
| 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 |
| adding blocks here ^ | ^ simulating here */
/** Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation. */
virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0;
} ;