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cuberite-2a/src/Simulator/VanillaFluidSimulator.cpp
Mattes D 01b8ed5295
Pulled the BlockID and BlockInfo headers from Globals.h. (#4591)
The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change)
The BlockInfo.h file was removed from Globals.h (main change)
The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics)
The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor)
Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header.
That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified.
eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
2020-04-03 08:57:01 +02:00

158 lines
3.4 KiB
C++

// VanillaFluidSimulator.cpp
#include "Globals.h"
#include "VanillaFluidSimulator.h"
#include "../BlockInfo.h"
#include "../World.h"
#include "../Chunk.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
#include "../BlockInServerPluginInterface.h"
static const int InfiniteCost = 100;
cVanillaFluidSimulator::cVanillaFluidSimulator(
cWorld & a_World,
BLOCKTYPE a_Fluid,
BLOCKTYPE a_StationaryFluid,
NIBBLETYPE a_Falloff,
int a_TickDelay,
int a_NumNeighborsForSource
) : super(a_World, a_Fluid, a_StationaryFluid, a_Falloff, a_TickDelay, a_NumNeighborsForSource)
{
}
void cVanillaFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
// Calculate the distance to the nearest "hole" in each direction:
int Cost[4];
Cost[0] = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS);
Cost[1] = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS);
Cost[2] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS);
Cost[3] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS);
// Find the minimum distance:
int MinCost = InfiniteCost;
for (unsigned int i = 0; i < ARRAYCOUNT(Cost); ++i)
{
if (Cost[i] < MinCost)
{
MinCost = Cost[i];
}
}
// Spread in all directions where the distance matches the minimum:
if (Cost[0] == MinCost)
{
SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
}
if (Cost[1] == MinCost)
{
SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
}
if (Cost[2] == MinCost)
{
SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta);
}
if (Cost[3] == MinCost)
{
SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta);
}
}
int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration)
{
int Cost = InfiniteCost;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
// Check if block is passable
if (!a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
{
return Cost;
}
if (
!IsPassableForFluid(BlockType) || // The block cannot be passed by the liquid ...
(IsAllowedBlock(BlockType) && (BlockMeta == 0)) // ... or if it is liquid, it is a source block
)
{
return Cost;
}
// Check if block below is passable
if ((a_RelY > 0) && !a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY - 1, a_RelZ, BlockType, BlockMeta))
{
return Cost;
}
if (IsPassableForFluid(BlockType) || IsBlockLiquid(BlockType))
{
// Path found, exit
return static_cast<int>(a_Iteration);
}
// 5 blocks away, bail out
if (a_Iteration > 3)
{
return Cost;
}
// Recurse
if (a_Dir != X_MINUS)
{
int NextCost = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS, a_Iteration + 1);
if (NextCost < Cost)
{
Cost = NextCost;
}
}
if (a_Dir != X_PLUS)
{
int NextCost = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS, a_Iteration + 1);
if (NextCost < Cost)
{
Cost = NextCost;
}
}
if (a_Dir != Z_MINUS)
{
int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS, a_Iteration + 1);
if (NextCost < Cost)
{
Cost = NextCost;
}
}
if (a_Dir != Z_PLUS)
{
int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS, a_Iteration + 1);
if (NextCost < Cost)
{
Cost = NextCost;
}
}
return Cost;
}