323 lines
14 KiB
C#
323 lines
14 KiB
C#
using System;
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using TrueCraft.API;
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using TrueCraft.API.World;
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using TrueCraft.API.Server;
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using TrueCraft.API.Logic;
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using TrueCraft.API.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public abstract class FluidBlock : BlockProvider
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{
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// Fluids in Minecraft propegate according to a set of rules as cellular automata.
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// Source blocks start at zero and each block progressively further from the source
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// is one greater than the largest value nearby. When they reach
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// MaximumFluidDepletion, the fluid stops propgetating.
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public override abstract byte ID { get; }
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public override BoundingBox? BoundingBox
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{
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get
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{
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return null;
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}
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}
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protected override ItemStack[] GetDrop(BlockDescriptor descriptor)
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{
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return new ItemStack[0];
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}
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protected abstract double SecondsBetweenUpdates { get; }
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protected abstract byte MaximumFluidDepletion { get; }
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protected abstract byte FlowingID { get; }
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protected abstract byte StillID { get; }
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protected virtual bool AllowSourceCreation { get { return true; } }
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private static readonly Coordinates3D[] Neighbors =
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{
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Coordinates3D.North,
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Coordinates3D.South,
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Coordinates3D.East,
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Coordinates3D.West
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};
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/// <summary>
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/// Represents a block that the currently updating fluid block is able to flow outwards into.
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/// </summary>
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protected struct LiquidFlow
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{
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public LiquidFlow(Coordinates3D targetBlock, byte level)
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{
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TargetBlock = targetBlock;
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Level = level;
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}
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/// <summary>
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/// The block to be filled with fluid.
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/// </summary>
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public Coordinates3D TargetBlock;
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/// <summary>
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/// The fluid level to fill the target block with.
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/// </summary>
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public byte Level;
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}
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public void ScheduleNextEvent(Coordinates3D coords, IWorld world, IMultiplayerServer server)
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{
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), (_server) =>
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AutomataUpdate(_server, world, coords));
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}
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public override void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
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{
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if (ID == FlowingID)
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ScheduleNextEvent(descriptor.Coordinates, world, user.Server);
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}
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public override void BlockUpdate(BlockDescriptor descriptor, BlockDescriptor source, IMultiplayerServer server, IWorld world)
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{
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if (ID == StillID)
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{
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var outward = DetermineOutwardFlow(world, descriptor.Coordinates);
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var inward = DetermineInwardFlow(world, descriptor.Coordinates);
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if (outward.Length != 0 || inward != descriptor.Metadata)
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{
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world.SetBlockID(descriptor.Coordinates, FlowingID);
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ScheduleNextEvent(descriptor.Coordinates, world, server);
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}
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}
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}
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private void AutomataUpdate(IMultiplayerServer server, IWorld world, Coordinates3D coords)
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{
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if (world.GetBlockID(coords) != FlowingID && world.GetBlockID(coords) != StillID)
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return;
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server.BlockUpdatesEnabled = false;
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var again = DoAutomata(server, world, coords);
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server.BlockUpdatesEnabled = true;
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if (again)
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{
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), (_server) =>
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AutomataUpdate(_server, world, coords));
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}
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}
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public bool DoAutomata(IMultiplayerServer server, IWorld world, Coordinates3D coords)
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{
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var previousLevel = world.GetMetadata(coords);
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var inward = DetermineInwardFlow(world, coords);
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var outward = DetermineOutwardFlow(world, coords);
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if (outward.Length == 1 && outward[0].TargetBlock == coords + Coordinates3D.Down)
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{
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// Exit early if we have placed a fluid block beneath us (and we aren't a source block)
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FlowOutward(world, outward[0], server);
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if (previousLevel != 0)
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return true;
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}
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// Process inward flow
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if (inward > MaximumFluidDepletion)
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{
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world.SetBlockID(coords, 0);
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return true;
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}
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world.SetMetadata(coords, inward);
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if (inward == 0 && previousLevel != 0)
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{
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// Exit early if we have become a source block
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return true;
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}
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// Process outward flow
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for (int i = 0; i < outward.Length; i++)
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FlowOutward(world, outward[i], server);
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// Set our block to still fluid if we are done spreading.
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if (outward.Length == 0 && inward == previousLevel)
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{
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world.SetBlockID(coords, StillID);
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return false;
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}
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return true;
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}
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private void FlowOutward(IWorld world, LiquidFlow target, IMultiplayerServer server)
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{
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// For each block we can flow into, generate an item entity if appropriate
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var provider = world.BlockRepository.GetBlockProvider(world.GetBlockID(target.TargetBlock));
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provider.GenerateDropEntity(new BlockDescriptor { Coordinates = target.TargetBlock, ID = provider.ID }, world, server);
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// And overwrite the block with a new fluid block.
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world.SetBlockID(target.TargetBlock, FlowingID);
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world.SetMetadata(target.TargetBlock, target.Level);
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), s => AutomataUpdate(s, world, target.TargetBlock));
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}
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/// <summary>
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/// Examines neighboring blocks and determines the new fluid level that this block should adopt.
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/// </summary>
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protected byte DetermineInwardFlow(IWorld world, Coordinates3D coords)
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{
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var currentLevel = world.GetMetadata(coords);
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var up = world.GetBlockID(coords + Coordinates3D.Up);
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if (up == FlowingID || up == StillID) // Check for fluid above us
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return currentLevel;
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else
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{
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if (currentLevel != 0)
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{
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byte highestNeighboringFluid = 15;
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int neighboringSourceBlocks = 0;
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for (int i = 0; i < Neighbors.Length; i++)
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{
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var nId = world.GetBlockID(coords + Neighbors[i]);
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if (nId == FlowingID || nId == StillID)
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{
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var neighborLevel = world.GetMetadata(coords + Neighbors[i]);
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if (neighborLevel < highestNeighboringFluid)
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highestNeighboringFluid = neighborLevel;
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if (neighborLevel == 0)
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neighboringSourceBlocks++;
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}
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}
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if (neighboringSourceBlocks >= 2 && AllowSourceCreation)
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currentLevel = 0;
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if (highestNeighboringFluid > 0)
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currentLevel = (byte)(highestNeighboringFluid + 1);
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}
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}
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return currentLevel;
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}
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/// <summary>
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/// Produces a list of outward flow targets that this block may flow towards.
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/// </summary>
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protected LiquidFlow[] DetermineOutwardFlow(IWorld world, Coordinates3D coords)
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{
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// The maximum distance we will search for lower ground to flow towards
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const int dropCheckDistance = 5;
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var outwardFlow = new List<LiquidFlow>(5);
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var currentLevel = world.GetMetadata(coords);
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var blockBelow = world.BlockRepository.GetBlockProvider(world.GetBlockID(coords + Coordinates3D.Down));
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if (blockBelow.Hardness == 0 && blockBelow.ID != FlowingID && blockBelow.ID != StillID)
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{
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outwardFlow.Add(new LiquidFlow(coords + Coordinates3D.Down, 1));
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if (currentLevel != 0)
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return outwardFlow.ToArray();
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}
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if (currentLevel < MaximumFluidDepletion)
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{
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// This code is responsible for seeking out candidates for flowing towards.
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// Fluid in Minecraft will flow in the direction of the nearest drop-off where
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// there is at least one block removed on the Y axis.
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// It will flow towards several equally strong candidates at once.
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var candidateFlowPoints = new List<Coordinates3D>(4);
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var furthestPossibleCandidate = new Coordinates3D(x: dropCheckDistance + 1, z: dropCheckDistance + 1) + Coordinates3D.Down;
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var nearestCandidate = furthestPossibleCandidate;
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for (int x = -dropCheckDistance; x < dropCheckDistance; x++)
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{
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for (int z = -dropCheckDistance; z < dropCheckDistance; z++)
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{
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if (Math.Abs(z) + Math.Abs(x) > dropCheckDistance)
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continue;
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var check = new Coordinates3D(x: x, z: z) + Coordinates3D.Down;
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var c = world.BlockRepository.GetBlockProvider(world.GetBlockID(check + coords));
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if (c.Hardness == 0)
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{
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if (!LineOfSight(world, check + coords, coords))
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continue;
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if (coords.DistanceTo(check + coords) == coords.DistanceTo(nearestCandidate + coords))
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candidateFlowPoints.Add(check);
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if (coords.DistanceTo(check + coords) < coords.DistanceTo(nearestCandidate + coords))
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{
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candidateFlowPoints.Clear();
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nearestCandidate = check;
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}
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}
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}
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}
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if (nearestCandidate == furthestPossibleCandidate)
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{
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candidateFlowPoints.Add(new Coordinates3D(x: -dropCheckDistance - 1, z: dropCheckDistance + 1) + Coordinates3D.Down);
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candidateFlowPoints.Add(new Coordinates3D(x: dropCheckDistance + 1, z: -dropCheckDistance - 1) + Coordinates3D.Down);
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candidateFlowPoints.Add(new Coordinates3D(x: -dropCheckDistance - 1, z: -dropCheckDistance - 1) + Coordinates3D.Down);
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}
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candidateFlowPoints.Add(nearestCandidate);
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// For each candidate, determine if we are actually capable of flowing towards it.
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// We are able to flow through blocks with a hardness of zero, but no others. We are
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// not able to flow through established fluid blocks.
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for (int i = 0; i < candidateFlowPoints.Count; i++)
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{
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var location = candidateFlowPoints[i];
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location.Clamp(1);
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var xCoordinateCheck = new Coordinates3D(x: location.X) + coords;
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var zCoordinateCheck = new Coordinates3D(z: location.Z) + coords;
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var xID = world.BlockRepository.GetBlockProvider(world.GetBlockID(xCoordinateCheck));
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var zID = world.BlockRepository.GetBlockProvider(world.GetBlockID(zCoordinateCheck));
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if (xID.Hardness == 0 && xID.ID != FlowingID && xID.ID != StillID)
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{
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if (outwardFlow.All(f => f.TargetBlock != xCoordinateCheck))
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outwardFlow.Add(new LiquidFlow(xCoordinateCheck, (byte)(currentLevel + 1)));
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}
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if (zID.Hardness == 0 && zID.ID != FlowingID && zID.ID != StillID)
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{
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if (outwardFlow.All(f => f.TargetBlock != zCoordinateCheck))
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outwardFlow.Add(new LiquidFlow(zCoordinateCheck, (byte)(currentLevel + 1)));
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}
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}
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// Occasionally, there are scenarios where the nearest candidate hole is not acceptable, but
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// there is space immediately next to the block. We should fill that space.
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if (outwardFlow.Count == 0 && blockBelow.ID != FlowingID && blockBelow.ID != StillID)
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{
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for (int i = 0; i < Neighbors.Length; i++)
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{
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var b = world.BlockRepository.GetBlockProvider(world.GetBlockID(coords + Neighbors[i]));
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if (b.Hardness == 0 && b.ID != StillID && b.ID != FlowingID)
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outwardFlow.Add(new LiquidFlow(Neighbors[i] + coords, (byte)(currentLevel + 1)));
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}
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}
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}
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return outwardFlow.ToArray();
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}
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/// <summary>
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/// Returns true if the given candidate coordinate has a line-of-sight to the given target coordinate.
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/// </summary>
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private bool LineOfSight(IWorld world, Coordinates3D candidate, Coordinates3D target)
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{
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candidate += Coordinates3D.Up;
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var direction = target - candidate;
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direction.Clamp(1);
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do
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{
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int z = candidate.Z;
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do
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{
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var p = world.BlockRepository.GetBlockProvider(world.GetBlockID(candidate));
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if (p.Hardness != 0)
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return false;
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candidate.Z += direction.Z;
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} while (target.Z != candidate.Z);
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candidate.Z = z;
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candidate.X += direction.X;
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} while (target.X != candidate.X);
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return true;
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}
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}
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} |