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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-10-14 19:06:21 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-10-14 19:06:21 +0200
commit5b7de82a79e3f18affcffd686484a681d187942a (patch)
tree3a0b766fd827de634456bee9ea9ce225f40bfb60 /source/Simulator/FloodyFluidSimulator.cpp
parentBiomal CompoGen now generates sea with STATIONARY_WATER instead of regular WATER. (diff)
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diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp
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+
+// FloodyFluidSimulator.cpp
+
+// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
+// http://forum.mc-server.org/showthread.php?tid=565
+
+#include "Globals.h"
+
+#include "FloodyFluidSimulator.h"
+#include "../World.h"
+#include "../BlockArea.h"
+#include "../Blocks/BlockHandler.h"
+
+
+
+
+
+cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay) :
+ super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
+ m_Falloff(a_Falloff)
+{
+}
+
+
+
+
+
+void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ cBlockArea Area;
+ int MinBlockY = std::max(0, a_BlockY - 1);
+ int MaxBlockY = std::min(cChunkDef::Height, a_BlockY + 1);
+ if (!Area.Read(m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1))
+ {
+ // Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
+ // TODO: Shouldn't we re-schedule?
+ return;
+ }
+ int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
+
+ NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
+
+ if (MyMeta != 0)
+ {
+ if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
+ {
+ return;
+ }
+ }
+
+ // New meta for the spreading to neighbors:
+ // If this is a source block or was falling, the new meta is just the falloff
+ // Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
+ NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
+
+ BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
+ if ((a_BlockY > 0) && IsPassableForFluid(Below))
+ {
+ // Spread only down, possibly washing away what's there:
+ SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
+ }
+ else if (NewMeta < 8) // Can reach there
+ {
+ // Spread to the neighbors:
+ SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
+ SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
+ SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta);
+ SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta);
+ }
+
+ // Mark as processed:
+ m_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
+}
+
+
+
+
+
+bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
+{
+ bool IsFed = false;
+ int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
+
+ // If we have a section above, check if there's fluid above this block that would feed it:
+ if (a_BlockY < cChunkDef::Height - 1)
+ {
+ IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
+ }
+
+ // If not fed from above, check if there's a feed from the side:
+ if (!IsFed)
+ {
+ IsFed = (
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
+ );
+ }
+
+ // If not fed, decrease by m_Falloff levels:
+ if (!IsFed)
+ {
+ a_MyMeta += m_Falloff;
+ if (a_MyMeta < 8)
+ {
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
+ }
+ else
+ {
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ }
+ return true;
+ }
+ return false;
+}
+
+
+
+
+
+void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
+{
+ BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
+
+ if (IsAnyFluidBlock(Block))
+ {
+ NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ if (!IsHigherMeta(a_NewMeta, Meta))
+ {
+ // Don't spread there, there's already a higher level there
+ return;
+ }
+ }
+ if (!IsPassableForFluid(Block))
+ {
+ // Can't spread there
+ return;
+ }
+
+ // Wash away the block there, if possible:
+ if (CanWashAway(Block))
+ {
+ cBlockHandler * Handler = BlockHandler(Block);
+ if (Handler->DoesDropOnUnsuitable())
+ {
+ Handler->DropBlock(m_World, a_BlockX, a_BlockY, a_BlockZ);
+ }
+ }
+
+ // Spread:
+ LOGD("Fluid: spreading to block {%d, %d, %d}, meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
+
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
+}
+
+
+
+