77f1f58c0a
Ad fix a load of warnings
157 lines
3.4 KiB
C++
157 lines
3.4 KiB
C++
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// VanillaFluidSimulator.cpp
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#include "Globals.h"
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#include "VanillaFluidSimulator.h"
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#include "../World.h"
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#include "../Chunk.h"
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#include "../BlockArea.h"
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#include "../Blocks/BlockHandler.h"
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#include "../BlockInServerPluginInterface.h"
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static const int InfiniteCost = 100;
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cVanillaFluidSimulator::cVanillaFluidSimulator(
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cWorld & a_World,
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BLOCKTYPE a_Fluid,
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BLOCKTYPE a_StationaryFluid,
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NIBBLETYPE a_Falloff,
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int a_TickDelay,
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int a_NumNeighborsForSource
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) : super(a_World, a_Fluid, a_StationaryFluid, a_Falloff, a_TickDelay, a_NumNeighborsForSource)
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{
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}
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void cVanillaFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
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{
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// Calculate the distance to the nearest "hole" in each direction:
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int Cost[4];
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Cost[0] = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS);
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Cost[1] = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS);
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Cost[2] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS);
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Cost[3] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS);
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// Find the minimum distance:
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int MinCost = InfiniteCost;
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for (unsigned int i = 0; i < ARRAYCOUNT(Cost); ++i)
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{
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if (Cost[i] < MinCost)
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{
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MinCost = Cost[i];
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}
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}
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// Spread in all directions where the distance matches the minimum:
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if (Cost[0] == MinCost)
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{
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SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
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}
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if (Cost[1] == MinCost)
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{
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SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
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}
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if (Cost[2] == MinCost)
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{
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SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta);
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}
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if (Cost[3] == MinCost)
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{
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SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta);
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}
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}
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int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration)
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{
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int Cost = InfiniteCost;
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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// Check if block is passable
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if (!a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
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{
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return Cost;
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}
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if (
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!IsPassableForFluid(BlockType) || // The block cannot be passed by the liquid ...
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(IsAllowedBlock(BlockType) && (BlockMeta == 0)) // ... or if it is liquid, it is a source block
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)
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{
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return Cost;
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}
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// Check if block below is passable
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if ((a_RelY > 0) && !a_Chunk->UnboundedRelGetBlock(a_RelX, a_RelY - 1, a_RelZ, BlockType, BlockMeta))
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{
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return Cost;
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}
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if (IsPassableForFluid(BlockType) || IsBlockLiquid(BlockType))
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{
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// Path found, exit
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return static_cast<int>(a_Iteration);
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}
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// 5 blocks away, bail out
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if (a_Iteration > 3)
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{
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return Cost;
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}
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// Recurse
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if (a_Dir != X_MINUS)
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{
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int NextCost = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS, a_Iteration + 1);
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if (NextCost < Cost)
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{
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Cost = NextCost;
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}
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}
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if (a_Dir != X_PLUS)
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{
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int NextCost = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS, a_Iteration + 1);
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if (NextCost < Cost)
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{
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Cost = NextCost;
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}
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}
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if (a_Dir != Z_MINUS)
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{
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int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS, a_Iteration + 1);
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if (NextCost < Cost)
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{
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Cost = NextCost;
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}
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}
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if (a_Dir != Z_PLUS)
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{
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int NextCost = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS, a_Iteration + 1);
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if (NextCost < Cost)
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{
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Cost = NextCost;
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}
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}
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return Cost;
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}
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