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// VanillaFluidSimulator.h





#pragma once

#include "FloodyFluidSimulator.h"





// fwd:
class cBlockArea;





class cVanillaFluidSimulator :
	public cFloodyFluidSimulator
{
	typedef cFloodyFluidSimulator super;

public:
	cVanillaFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);

protected:
	// cFloodyFluidSimulator overrides:
	virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override;

	/** Recursively calculates the minimum number of blocks needed to descend a level. */
	int CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration = 0);

} ;