cFinishGenPreSimulator sets correct fluid type (stationary in the middle, flowing on chunk borders / holes next to water.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@999 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
879b7262b4
commit
5ebbf6f4e2
|
@ -12,6 +12,7 @@
|
|||
#include "FinishGen.h"
|
||||
#include "../Noise.h"
|
||||
#include "../BlockID.h"
|
||||
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
|
||||
|
||||
|
||||
|
||||
|
@ -409,6 +410,8 @@ void cFinishGenPreSimulator::GenFinish(
|
|||
)
|
||||
{
|
||||
CollapseSandGravel(a_BlockTypes, a_HeightMap);
|
||||
StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
|
||||
StationarizeFluid(a_BlockTypes, a_HeightMap, E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
|
||||
// TODO: other operations
|
||||
}
|
||||
|
||||
|
@ -421,7 +424,6 @@ void cFinishGenPreSimulator::CollapseSandGravel(
|
|||
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
|
||||
)
|
||||
{
|
||||
// Collapse gravel and sand:
|
||||
for (int z = 0; z < cChunkDef::Width; z++)
|
||||
{
|
||||
for (int x = 0; x < cChunkDef::Width; x++)
|
||||
|
@ -464,3 +466,82 @@ void cFinishGenPreSimulator::CollapseSandGravel(
|
|||
|
||||
|
||||
|
||||
|
||||
void cFinishGenPreSimulator::StationarizeFluid(
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
||||
cChunkDef::HeightMap & a_HeightMap, // Height map to read
|
||||
BLOCKTYPE a_Fluid,
|
||||
BLOCKTYPE a_StationaryFluid
|
||||
)
|
||||
{
|
||||
// Turn fluid in the middle to stationary, unless it has air or washable block next to it:
|
||||
for (int z = 1; z < cChunkDef::Width - 1; z++)
|
||||
{
|
||||
for (int x = 1; x < cChunkDef::Width - 1; x++)
|
||||
{
|
||||
for (int y = cChunkDef::GetHeight(a_HeightMap, x, z); y >= 0; y--)
|
||||
{
|
||||
BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
|
||||
if ((Block != a_Fluid) && (Block != a_StationaryFluid))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
static const struct
|
||||
{
|
||||
int x, y, z;
|
||||
} Coords[] =
|
||||
{
|
||||
{1, 0, 0},
|
||||
{-1, 0, 0},
|
||||
{0, 0, 1},
|
||||
{0, 0, -1},
|
||||
{0, -1, 0}
|
||||
} ;
|
||||
BLOCKTYPE BlockToSet = a_StationaryFluid; // By default, don't simulate this block
|
||||
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
|
||||
{
|
||||
if ((y == 0) && (Coords[i].y < 0))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
BLOCKTYPE Neighbor = cChunkDef::GetBlock(a_BlockTypes, x + Coords[i].x, y + Coords[i].y, z + Coords[i].z);
|
||||
if ((Neighbor == E_BLOCK_AIR) || cFluidSimulator::CanWashAway(Neighbor))
|
||||
{
|
||||
// There is an air / washable neighbor, simulate this block
|
||||
BlockToSet = a_Fluid;
|
||||
break;
|
||||
}
|
||||
} // for i - Coords[]
|
||||
cChunkDef::SetBlock(a_BlockTypes, x, y, z, BlockToSet);
|
||||
} // for y
|
||||
} // for x
|
||||
} // for z
|
||||
|
||||
// Turn fluid at the chunk edges into non-stationary fluid:
|
||||
for (int y = 0; y < cChunkDef::Height; y++)
|
||||
{
|
||||
for (int i = 1; i < cChunkDef::Width; i++) // i stands for both x and z here
|
||||
{
|
||||
if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, 0, y, i, a_Fluid);
|
||||
}
|
||||
if (cChunkDef::GetBlock(a_BlockTypes, i, y, 0) == a_StationaryFluid)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, i, y, 0, a_Fluid);
|
||||
}
|
||||
if (cChunkDef::GetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i) == a_StationaryFluid)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, cChunkDef::Width - 1, y, i, a_Fluid);
|
||||
}
|
||||
if (cChunkDef::GetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1) == a_StationaryFluid)
|
||||
{
|
||||
cChunkDef::SetBlock(a_BlockTypes, i, y, cChunkDef::Width - 1, a_Fluid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -161,9 +161,20 @@ protected:
|
|||
// Drops hanging sand and gravel down to the ground, recalculates heightmap
|
||||
void CollapseSandGravel(
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
||||
cChunkDef::HeightMap & a_HeightMap // Height map to read and change by the current data
|
||||
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
|
||||
);
|
||||
|
||||
/** For each fluid block:
|
||||
- if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
|
||||
- all fluid on the chunk's edge is made flowing
|
||||
*/
|
||||
void StationarizeFluid(
|
||||
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
|
||||
cChunkDef::HeightMap & a_HeightMap, // Height map to read
|
||||
BLOCKTYPE a_Fluid,
|
||||
BLOCKTYPE a_StationaryFluid
|
||||
);
|
||||
|
||||
// cFinishGen override:
|
||||
virtual void GenFinish(
|
||||
int a_ChunkX, int a_ChunkZ,
|
||||
|
|
Loading…
Reference in New Issue