1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
|
// 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"
// Enable or disable detailed logging
#if 1
#define FLOG LOGD
#else
#define FLOG(...)
#endif
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)
{
FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, 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?
FLOG(" Cannot read area, bailing out.");
return;
}
int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1));
return;
}
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) || IsBlockLava(Below) || IsBlockWater(Below)))
{
// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
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 (but not if it's a downward-flowing block):
if (!IsFed && (a_MyMeta != 8))
{
IsFed = (
(IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
(IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
(IsAllowedBlock(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)
{
if (a_MyMeta >= 8)
{
FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, m_Falloff);
}
else
{
a_MyMeta += m_Falloff;
if (a_MyMeta < 8)
{
FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
}
else
{
FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
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)
{
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
if (IsAllowedBlock(Block))
{
NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
{
// Don't spread there, there's already a higher or same level there
return;
}
}
// Check water - lava interaction:
if (m_FluidBlock == E_BLOCK_LAVA)
{
if (IsBlockWater(Block))
{
// Lava flowing into water, change to stone / cobblestone based on direction:
BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone",
a_BlockX, a_BlockY, a_BlockZ,
ItemTypeToString(NewBlock).c_str()
);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
// TODO: Sound effect
return;
}
}
else if (m_FluidBlock == E_BLOCK_WATER)
{
if (IsBlockLava(Block))
{
// Water flowing into lava, change to cobblestone / obsidian based on dest block:
BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str()
);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
// TODO: Sound effect
return;
}
}
else
{
ASSERT(!"Unknown fluid!");
}
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:
FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
}
|