// FloodyFluidSimulator.h // Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :) // http://forum.mc-server.org/showthread.php?tid=565 #pragma once #include "DelayedFluidSimulator.h" // fwd: class cBlockArea; class cFloodyFluidSimulator : public cDelayedFluidSimulator { typedef cDelayedFluidSimulator super; public: cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource); protected: NIBBLETYPE m_Falloff; int m_NumNeighborsForSource; // cDelayedFluidSimulator overrides: virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override; /// Checks tributaries, if not fed, decreases the block's level and returns true bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta); /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking. void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); } ;