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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 "../Chunk.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
// Enable or disable detailed logging
#if 0
#define FLOG LOGD
#else
#define FLOG(...)
#endif
cFloodyFluidSimulator::cFloodyFluidSimulator(
cWorld & a_World,
BLOCKTYPE a_Fluid,
BLOCKTYPE a_StationaryFluid,
NIBBLETYPE a_Falloff,
int a_TickDelay,
int a_NumNeighborsForSource
) :
super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
m_Falloff(a_Falloff),
m_NumNeighborsForSource(a_NumNeighborsForSource)
{
}
void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
return;
}
if (MyMeta != 0)
{
// Source blocks aren't checked for tributaries, others are.
if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta))
{
// Has no tributary, has been decreased (in CheckTributaries()),
// no more processing needed (neighbors have been scheduled by the decrease)
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);
bool SpreadFurther = true;
if (a_RelY > 0)
{
BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below))
{
// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8);
SpreadFurther = false;
}
// If source creation is on, check for it here:
else if (
(m_NumNeighborsForSource > 0) && // Source creation is on
(MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
!IsPassableForFluid(Below) && // Only exactly 1 block deep
CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source?
)
{
// We created a source, no more spreading is to be done now
// Also has been re-scheduled for ticking in the next wave, so no marking is needed
return;
}
}
if (SpreadFurther && (NewMeta < 8))
{
// Spread to the neighbors:
SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta);
SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta);
SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta);
SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta);
}
// Mark as processed:
a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
}
bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta)
{
// If we have a section above, check if there's fluid above this block that would feed it:
if (a_RelY < cChunkDef::Height - 1)
{
if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ)))
{
// This block is fed from above, no more processing needed
return false;
}
}
// Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
if (a_MyMeta != 8)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
static const Vector3i Coords[] =
{
Vector3i( 1, 0, 0),
Vector3i(-1, 0, 0),
Vector3i( 0, 0, 1),
Vector3i( 0, 0, -1),
} ;
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
{
continue;
}
if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta))
{
// This block is fed, no more processing needed
return false;
}
} // for i - Coords[]
} // if not fed from above
// Block is not fed, decrease by m_Falloff levels:
if (a_MyMeta >= 8)
{
FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff);
}
else
{
a_MyMeta += m_Falloff;
if (a_MyMeta < 8)
{
FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta);
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta);
}
else
{
FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
}
}
return true;
}
void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
{
// Chunk not available
return;
}
if (IsAllowedBlock(BlockType))
{
if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, 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(BlockType))
{
// 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_RelX, a_RelY, a_RelZ,
ItemTypeToString(NewBlock).c_str()
);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
// TODO: Sound effect
return;
}
}
else if (m_FluidBlock == E_BLOCK_WATER)
{
if (IsBlockLava(BlockType))
{
// Water flowing into lava, change to cobblestone / obsidian based on dest block:
BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
// TODO: Sound effect
return;
}
}
else
{
ASSERT(!"Unknown fluid!");
}
if (!IsPassableForFluid(BlockType))
{
// Can't spread there
return;
}
// Wash away the block there, if possible:
if (CanWashAway(BlockType))
{
cBlockHandler * Handler = BlockHandler(BlockType);
if (Handler->DoesDropOnUnsuitable())
{
Handler->DropBlock(
&m_World, NULL,
a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
a_RelY,
a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
);
}
} // if (CanWashAway)
// Spread:
FLOG(" Spreading to {%d, %d, %d} with meta %d", a_RelX, a_RelY, a_RelZ, a_NewMeta);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}
bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
FLOG(" Checking neighbors for source creation");
static const Vector3i NeighborCoords[] =
{
Vector3i(-1, 0, 0),
Vector3i( 1, 0, 0),
Vector3i( 0, 0, -1),
Vector3i( 0, 0, 1),
} ;
int NumNeeded = m_NumNeighborsForSource;
for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
{
int x = a_RelX + NeighborCoords[i].x;
int y = a_RelY + NeighborCoords[i].y;
int z = a_RelZ + NeighborCoords[i].z;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta))
{
// Neighbor not available, skip it
continue;
}
FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
{
NumNeeded--;
FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded);
if (NumNeeded == 0)
{
// Found enough, turn into a source and bail out
FLOG(" Found enough neighbor sources, turning into a source");
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0);
return true;
}
}
}
FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded);
return false;
}
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