68cced73af
* BlockHandler initialisation is a constant expression If we can't make it all namespaces, this is the next best I guess. + Tag handlers constexpr, const as needed + Inherit constructors * Privatise handler functions * More constexpr Co-authored-by: Alexander Harkness <me@bearbin.net>
125 lines
3.1 KiB
C++
125 lines
3.1 KiB
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockSpongeHandler :
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public cBlockHandler
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{
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using Super = cBlockHandler;
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public:
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using Super::Super;
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private:
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virtual void OnPlaced(
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
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Vector3i a_BlockPos,
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BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta
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) const override
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{
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OnNeighborChanged(a_ChunkInterface, a_BlockPos, BLOCK_FACE_NONE);
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}
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virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const override
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{
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a_ChunkInterface.DoWithChunkAt(a_BlockPos, [&](cChunk & a_Chunk) { CheckSoaked(a_Chunk.AbsoluteToRelative(a_BlockPos), a_Chunk); return true; });
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}
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/** Check blocks around the sponge to see if they are water.
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If a dry sponge is touching water, soak up up to 65 blocks of water,
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with a taxicab distance of 7, and turn the sponge into a wet sponge. */
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static void CheckSoaked(Vector3i a_Rel, cChunk & a_Chunk)
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{
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struct sSeed
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{
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sSeed(Vector3i pos, int d)
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{
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m_Pos = pos;
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m_Depth = d;
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}
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Vector3i m_Pos;
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int m_Depth;
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};
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// Check if this is a dry sponge next to a water block.
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NIBBLETYPE TargetMeta = a_Chunk.GetMeta(a_Rel.x, a_Rel.y, a_Rel.z);
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if (TargetMeta != E_META_SPONGE_DRY)
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{
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return;
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}
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const auto & WaterCheck = cSimulator::AdjacentOffsets;
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const bool ShouldSoak = std::any_of(WaterCheck.cbegin(), WaterCheck.cend(), [a_Rel, &a_Chunk](Vector3i a_Offset)
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{
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return IsWet(a_Rel + a_Offset, a_Chunk);
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});
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// Early return if the sponge isn't touching any water.
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if (!ShouldSoak)
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{
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return;
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}
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// Use a queue to hold blocks that we want to check, so our search is breadth-first.
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std::queue<sSeed> Seeds;
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int count = 0;
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// Only go 7 blocks away from the center block.
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const int maxDepth = 7;
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// Start with the 6 blocks around the sponge.
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for (unsigned int i = 0; i < 6; i++)
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{
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Seeds.emplace(a_Rel + WaterCheck[i], maxDepth - 1);
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}
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// Keep checking blocks that are touching water blocks, or until 65 have been soaked up.
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while (!Seeds.empty() && count < 65)
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{
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sSeed seed = Seeds.front();
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Vector3i checkRel = seed.m_Pos;
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if (IsWet(checkRel, a_Chunk))
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{
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count++;
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DryUp(checkRel, a_Chunk);
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if (seed.m_Depth > 0)
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{
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// If this block was water, and we haven't yet gone too far away,
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// add its neighbors to the queue to check.
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for (unsigned int i = 0; i < 6; i++)
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{
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Seeds.emplace(checkRel + WaterCheck[i], seed.m_Depth - 1);
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}
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}
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}
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Seeds.pop();
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}
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a_Chunk.SetBlock(a_Rel, E_BLOCK_SPONGE, E_META_SPONGE_WET);
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}
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static void DryUp(Vector3i a_Rel, cChunk & a_Chunk)
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{
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// TODO: support evaporating waterlogged blocks.
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a_Chunk.UnboundedRelSetBlock(a_Rel.x, a_Rel.y, a_Rel.z, E_BLOCK_AIR, 0);
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}
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static bool IsWet(Vector3i a_Rel, cChunk & a_Chunk)
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{
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// TODO: support detecting waterlogged blocks.
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BLOCKTYPE Type;
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return(a_Chunk.UnboundedRelGetBlockType(a_Rel.x, a_Rel.y, a_Rel.z, Type) && IsBlockWater(Type));
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}
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virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override
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{
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UNUSED(a_Meta);
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return 18;
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}
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};
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