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path: root/source/Simulator/FluidSimulator.h
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#pragma once

#include "Simulator.h"





enum Direction
{
	X_PLUS,
	X_MINUS,
	Y_PLUS,
	Y_MINUS,
	Z_PLUS,
	Z_MINUS,
	NONE
};





class cFluidSimulator :
	public cSimulator
{
	typedef cSimulator super;
	
public:
	cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);

	// cSimulator overrides:
	virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
	
	/// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
	virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
	
	bool IsFluidBlock          (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
	bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
	bool IsAnyFluidBlock       (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
	
	static bool CanWashAway(BLOCKTYPE a_BlockType);
	
	bool IsSolidBlock      (BLOCKTYPE a_BlockType);
	bool IsPassableForFluid(BLOCKTYPE a_BlockType);
	
	/// Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account.
	bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2);
	
protected:
	BLOCKTYPE m_FluidBlock;            // The fluid block type that needs simulating
	BLOCKTYPE m_StationaryFluidBlock;  // The fluid block type that indicates no simulation is needed
} ;