mcserver/source/Simulator/FloodyFluidSimulator.h

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// FloodyFluidSimulator.h
// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
// http://forum.mc-server.org/showthread.php?tid=565
#pragma once
#include "DelayedFluidSimulator.h"
// fwd:
class cBlockArea;
class cFloodyFluidSimulator :
public cDelayedFluidSimulator
{
typedef cDelayedFluidSimulator super;
public:
cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);
protected:
NIBBLETYPE m_Falloff;
int m_NumNeighborsForSource;
// cDelayedFluidSimulator overrides:
virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
/// Checks tributaries, if not fed, decreases the block's level and returns true
bool CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta);
/// Spreads into the specified block, if the blocktype there allows. a_Area is for checking.
void SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta);
/// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so
bool CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area);
} ;