298 lines
9.0 KiB
C++
298 lines
9.0 KiB
C++
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// FloodyFluidSimulator.cpp
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// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
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// http://forum.mc-server.org/showthread.php?tid=565
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#include "Globals.h"
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#include "FloodyFluidSimulator.h"
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#include "../World.h"
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#include "../BlockArea.h"
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#include "../Blocks/BlockHandler.h"
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// Enable or disable detailed logging
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#if 0
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#define FLOG LOGD
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#else
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#define FLOG(...)
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#endif
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cFloodyFluidSimulator::cFloodyFluidSimulator(
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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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) :
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super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
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m_Falloff(a_Falloff),
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m_NumNeighborsForSource(a_NumNeighborsForSource)
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{
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}
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void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
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cBlockArea Area;
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int MinBlockY = std::max(0, a_BlockY - 1);
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int MaxBlockY = std::min(+cChunkDef::Height, a_BlockY + 1);
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if (!Area.Read(&m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1))
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{
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// Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
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// TODO: Shouldn't we re-schedule?
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FLOG(" Cannot read area, bailing out.");
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return;
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}
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
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if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
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{
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// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
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FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1));
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return;
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}
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if (MyMeta != 0)
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{
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// Source blocks aren't checked for tributaries, others are.
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if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
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{
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// Has no tributary, has been decreased, no more processing needed (neighbors have been scheduled by the decrease)
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return;
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}
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}
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// New meta for the spreading to neighbors:
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// If this is a source block or was falling, the new meta is just the falloff
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// Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
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NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
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BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
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if ((a_BlockY > 0) && (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)))
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{
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// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
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SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
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}
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else if (NewMeta < 8) // Can reach there
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{
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// If source creation is on, check for it here:
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if (
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(m_NumNeighborsForSource > 0) && // Source creation is on
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(MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
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!IsPassableForFluid(Below) && // Only exactly 1 block deep
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CheckNeighborsForSource(a_BlockX, a_BlockY, a_BlockZ, Area) // Did we create a source?
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)
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{
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// We created a source, no more spreading is to be done now
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// Also has been re-scheduled for ticking in the next wave
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return;
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}
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// Spread to the neighbors:
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SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
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SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
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SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta);
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SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta);
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}
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// Mark as processed:
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m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
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}
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bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
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{
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bool IsFed = false;
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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// If we have a section above, check if there's fluid above this block that would feed it:
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if (a_BlockY < cChunkDef::Height - 1)
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{
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IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
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}
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// If not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
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if (!IsFed && (a_MyMeta != 8))
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{
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IsFed = (
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(IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
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(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
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);
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}
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// If not fed, decrease by m_Falloff levels:
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if (!IsFed)
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{
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if (a_MyMeta >= 8)
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{
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FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, m_Falloff);
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}
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else
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{
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a_MyMeta += m_Falloff;
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if (a_MyMeta < 8)
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{
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FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
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}
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else
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{
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FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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}
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}
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return true;
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}
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return false;
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}
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void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
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{
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ASSERT(a_NewMeta <= 8); // Invalid meta values
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ASSERT(a_NewMeta > 0); // Source blocks aren't spread
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BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
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if (IsAllowedBlock(Block))
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{
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NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
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{
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// Don't spread there, there's already a higher or same level there
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return;
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}
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}
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// Check water - lava interaction:
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if (m_FluidBlock == E_BLOCK_LAVA)
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{
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if (IsBlockWater(Block))
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{
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// Lava flowing into water, change to stone / cobblestone based on direction:
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BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
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FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone",
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a_BlockX, a_BlockY, a_BlockZ,
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ItemTypeToString(NewBlock).c_str()
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);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
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// TODO: Sound effect
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return;
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}
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}
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else if (m_FluidBlock == E_BLOCK_WATER)
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{
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if (IsBlockLava(Block))
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{
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// Water flowing into lava, change to cobblestone / obsidian based on dest block:
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BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
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FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
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a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str()
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);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
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// TODO: Sound effect
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return;
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}
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}
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else
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{
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ASSERT(!"Unknown fluid!");
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}
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if (!IsPassableForFluid(Block))
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{
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// Can't spread there
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return;
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}
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// Wash away the block there, if possible:
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if (CanWashAway(Block))
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{
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cBlockHandler * Handler = BlockHandler(Block);
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if (Handler->DoesDropOnUnsuitable())
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{
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Handler->DropBlock(&m_World, NULL, a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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// Spread:
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FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
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}
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bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area)
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{
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FLOG(" Checking neighbors for source creation");
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static const Vector3i NeighborCoords[] =
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{
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Vector3i(-1, 0, 0),
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Vector3i( 1, 0, 0),
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Vector3i( 0, 0,-1),
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Vector3i( 0, 0, 1),
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} ;
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int NumNeeded = m_NumNeighborsForSource;
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for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
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{
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int x = a_BlockX + NeighborCoords[i].x;
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int y = a_BlockY + NeighborCoords[i].y;
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int z = a_BlockZ + NeighborCoords[i].z;
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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a_Area.GetBlockTypeMeta(x, y, z, BlockType, BlockMeta);
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FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
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if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
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{
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NumNeeded--;
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FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded);
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if (NumNeeded == 0)
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{
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// Found enough, turn into a source and bail out
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FLOG(" Found enough neighbor sources, turning into a source");
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, 0);
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return true;
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}
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}
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}
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FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded);
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return false;
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}
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