Floody fluid simulator can create sourceblocks (configurable in World.ini)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1119 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-01-04 05:21:07 +00:00
parent 7860d5156a
commit 412c21a22c
3 changed files with 78 additions and 9 deletions

View File

@ -26,9 +26,17 @@
cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay) :
cFloodyFluidSimulator::cFloodyFluidSimulator(
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_TickDelay),
m_Falloff(a_Falloff)
m_Falloff(a_Falloff),
m_NumNeighborsForSource(a_NumNeighborsForSource)
{
}
@ -62,8 +70,10 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
if (MyMeta != 0)
{
// Source blocks aren't checked for tributaries, others are.
if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
{
// Has no tributary, has been decreased, no more processing needed (neighbors have been scheduled by the decrease)
return;
}
}
@ -81,6 +91,19 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
}
else if (NewMeta < 8) // Can reach there
{
// If source creation is on, check for it here:
if (
(m_NumNeighborsForSource > 0) && // Source creation is on
(MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
!IsPassableForFluid(Below) && // Only exactly 1 block deep
CheckNeighborsForSource(a_BlockX, a_BlockY, a_BlockZ, Area) // Did we create a source?
)
{
// We created a source, no more spreading is to be done now
// Also has been re-scheduled for ticking in the next wave
return;
}
// Spread to the neighbors:
SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
@ -229,3 +252,46 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area)
{
FLOG(" Checking neighbors for source creation");
static const Vector3i NeighborCoords[] =
{
Vector3i(-1, 0, 0),
Vector3i( 1, 0, 0),
Vector3i( 0, 0,-1),
Vector3i( 0, 0, 1),
} ;
int NumNeeded = m_NumNeighborsForSource;
for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
{
int x = a_BlockX + NeighborCoords[i].x;
int y = a_BlockY + NeighborCoords[i].y;
int z = a_BlockZ + NeighborCoords[i].z;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
a_Area.GetBlockTypeMeta(x, y, z, BlockType, BlockMeta);
FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
{
NumNeeded--;
FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded);
if (NumNeeded == 0)
{
// Found enough, turn into a source and bail out
FLOG(" Found enough neighbor sources, turning into a source");
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, 0);
return true;
}
}
}
FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded);
return false;
}

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@ -29,10 +29,11 @@ class cFloodyFluidSimulator :
typedef cDelayedFluidSimulator super;
public:
cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay);
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;
@ -40,8 +41,11 @@ protected:
/// 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 block there allows. a_Area is for checking.
/// 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);
} ;

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@ -2249,11 +2249,10 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
int Rate = 1;
if (NoCaseCompare(SimulatorName, "floody") == 0)
{
int DefaultFalloff = IsWater ? 1 : 2;
int DefaultTickDelay = IsWater ? 5 : 30;
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", DefaultTickDelay);
res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay);
int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", IsWater ? 1 : 2);
int TickDelay = a_IniFile.GetValueSetI(SimulatorSectionName, "TickDelay", IsWater ? 5 : 30);
int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
}
else
{