93adbdce9a
* TNT: Implement tracing algorithm + Add intensity tracing * Fix iterating over all players to SendExplosion, even those not in range * Implemented TNT entity interaction * Fixed misaligned destruction tracing * Finalise TNT algorithm - Remove BlockArea and just use chunks Using SetBlock makes it so that we can update everything properly, and does appear to be faster. * BlockInfo learns about explosion attentuation * Rename Explodinator parameters * TNT: pull block destruction into common function Co-authored-by: Alexander Harkness <me@bearbin.net>
79 lines
2.3 KiB
C++
79 lines
2.3 KiB
C++
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#pragma once
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#include "Simulator.h"
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#include "../IniFile.h"
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// fwd:
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class cChunk;
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/** Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used */
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typedef cCoordWithIntList cSandSimulatorChunkData;
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/** Despite the class name, this simulator takes care of all blocks that fall when suspended in the air. */
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class cSandSimulator :
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public cSimulator
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{
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public:
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cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
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/** Returns true if a falling-able block can start falling through the specified block type */
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static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
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/** Returns true if an already-falling block can pass through the specified block type (e. g. torch) */
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static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
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/** Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass) */
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static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
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/** Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs) */
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static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/** Called when a block finishes falling at the specified coords, either by insta-fall,
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or through cFallingBlock entity.
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It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
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based on the block currently present in the world at the dest specified coords. */
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static void FinishFalling(
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cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
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BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
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);
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static bool IsAllowedBlock(BLOCKTYPE a_BlockType);
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private:
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virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
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virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
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int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
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virtual void AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block) override;
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/** Performs the instant fall of the block - removes it from top, Finishes it at the bottom */
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void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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};
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