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+
+// ClassicFluidSimulator.h
+
+// Interfaces to the cClassicFluidSimulator class representing the original MCServer's fluid simulator
+
+
+
+
+
+#pragma once
+
+#include "FluidSimulator.h"
+
+
+
+
+
+class cClassicFluidSimulator :
+ public cFluidSimulator
+{
+public:
+ cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff);
+ ~cClassicFluidSimulator();
+
+ // cSimulator overrides:
+ virtual void Simulate(float a_Dt) override;
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
+
+ // cFluidSimulator overrides:
+ virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
+
+ bool CanWashAway (BLOCKTYPE a_BlockType);
+ bool IsSolidBlock(BLOCKTYPE a_BlockType);
+ bool IsPassableForFluid(BLOCKTYPE a_BlockType);
+
+protected:
+ NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ /// Applies special rules such as generation of water between sources, returns false if it is necessary to apply general rules
+ bool UniqueSituation(Vector3i a_Pos);
+
+ void ApplyUniqueToNearest(Vector3i a_Pos);
+
+ float m_Timer;
+
+ // fwd: ClassicFluidSimulator.cpp
+ class FluidData;
+
+ FluidData * m_Data;
+
+ NIBBLETYPE m_MaxHeight;
+ NIBBLETYPE m_Falloff;
+} ;
+
+
+
+