#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FireSimulator.h"
#include "../World.h"
#include "../Defines.h"
#include "../Chunk.h"
#include "../Root.h"
#include "../Bindings/PluginManager.h"
// Easy switch for turning on debugging logging:
#if 0
#define FIRE_LOG LOGD
#else
#define FIRE_LOG(...)
#endif
#define MAX_CHANCE_REPLACE_FUEL 100000
#define MAX_CHANCE_FLAMMABILITY 100000
// The base chance that in a tick, rain will extinguish a fire block.
#define CHANCE_BASE_RAIN_EXTINGUISH 0.2
// The additional chance, multiplied by the meta of the fire block, that rain
// will extinguish a fire block in a tick.
#define CHANCE_AGE_M_RAIN_EXTINGUISH 0.03
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wglobal-constructors"
#endif
static const Vector3i gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
static const Vector3i gNeighborCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 1, 0},
{ 0, -1, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
#ifdef __clang__
#pragma clang diagnostic pop
#endif
////////////////////////////////////////////////////////////////////////////////
// cFireSimulator:
cFireSimulator::cFireSimulator(cWorld & a_World, cIniFile & a_IniFile) :
cSimulator(a_World)
{
// Read params from the ini file:
m_BurnStepTimeFuel = static_cast<unsigned>(a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeFuel", 500));
m_BurnStepTimeNonfuel = static_cast<unsigned>(a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeNonfuel", 100));
m_Flammability = a_IniFile.GetValueSetI("FireSimulator", "Flammability", 50);
m_ReplaceFuelChance = a_IniFile.GetValueSetI("FireSimulator", "ReplaceFuelChance", 50000);
}
cFireSimulator::~cFireSimulator()
{
}
void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
cCoordWithIntList & Data = a_Chunk->GetFireSimulatorData();
int NumMSecs = static_cast<int>(a_Dt.count());
for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();)
{
int x = itr->x;
int y = itr->y;
int z = itr->z;
auto AbsPos = cChunkDef::RelativeToAbsolute({x, y, z}, a_Chunk->GetPosX(), a_Chunk->GetPosZ());
BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z);
if (!IsAllowedBlock(BlockType))
{
// The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
FIRE_LOG("FS: Removing block {%d, %d, %d}",
AbsPos.x, AbsPos.y, AbsPos.z
);
itr = Data.erase(itr);
continue;
}
auto BurnsForever = ((y > 0) && DoesBurnForever(a_Chunk->GetBlock(x, (y - 1), z)));
auto BlockMeta = a_Chunk->GetMeta(x, y, z);
auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords),
[this, AbsPos](Vector3i cc)
{
return (m_World.IsWeatherWetAtXYZ(AbsPos + cc));
}
);
// Randomly burn out the fire if it is raining:
if (!BurnsForever && Raining && GetRandomProvider().RandBool(CHANCE_BASE_RAIN_EXTINGUISH + (BlockMeta * CHANCE_AGE_M_RAIN_EXTINGUISH)))
{
a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0);
itr = Data.erase(itr);
continue;
}
// Try to spread the fire:
TrySpreadFire(a_Chunk, x, y, z);
itr->Data -= NumMSecs;
if (itr->Data >= 0)
{
// Not yet, wait for it longer
++itr;
continue;
}
/*
FIRE_LOG("FS: Fire at {%d, %d, %d} is stepping",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
*/
// Has the fire burnt out?
if (BlockMeta == 0x0f)
{
// The fire burnt out completely
FIRE_LOG("FS: Fire at {%d, %d, %d} burnt out, removing the fire block",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0);
RemoveFuelNeighbors(a_Chunk, x, y, z);
itr = Data.erase(itr);
continue;
}
// Burn out the fire one step by increasing the meta:
if (!BurnsForever)
{
a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
}
itr->Data = GetBurnStepTime(a_Chunk, x, y, z); // TODO: Add some randomness into this
++itr;
} // for itr - Data[]
}
bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_FIRE);
}
bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_PLANKS:
case E_BLOCK_DOUBLE_WOODEN_SLAB:
case E_BLOCK_WOODEN_SLAB:
case E_BLOCK_OAK_WOOD_STAIRS:
case E_BLOCK_SPRUCE_WOOD_STAIRS:
case E_BLOCK_BIRCH_WOOD_STAIRS:
case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_LEAVES:
case E_BLOCK_NEW_LEAVES:
case E_BLOCK_LOG:
case E_BLOCK_NEW_LOG:
case E_BLOCK_WOOL:
case E_BLOCK_BOOKCASE:
case E_BLOCK_FENCE:
case E_BLOCK_SPRUCE_FENCE:
case E_BLOCK_BIRCH_FENCE:
case E_BLOCK_JUNGLE_FENCE:
case E_BLOCK_DARK_OAK_FENCE:
case E_BLOCK_ACACIA_FENCE:
case E_BLOCK_OAK_FENCE_GATE:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_TNT:
case E_BLOCK_VINES:
case E_BLOCK_HAY_BALE:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_BIG_FLOWER:
case E_BLOCK_DANDELION:
case E_BLOCK_FLOWER:
case E_BLOCK_CARPET:
{
return true;
}
}
return false;
}
bool cFireSimulator::DoesBurnForever(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_NETHERRACK);
}
void cFireSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
{
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
{
return;
}
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ);
if (!IsAllowedBlock(BlockType))
{
return;
}
// Check for duplicates:
cFireSimulatorChunkData & ChunkData = a_Chunk->GetFireSimulatorData();
for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
{
if ((itr->x == RelX) && (itr->y == a_Block.y) && (itr->z == RelZ))
{
// Already present, skip adding
return;
}
} // for itr - ChunkData[]
FIRE_LOG("FS: Adding block {%d, %d, %d}", a_Block.x, a_Block.y, a_Block.z);
ChunkData.push_back(cCoordWithInt(RelX, a_Block.y, RelZ, 100));
}
int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
bool IsBlockBelowSolid = false;
if (a_RelY > 0)
{
BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
if (DoesBurnForever(BlockBelow))
{
// Is burning atop of netherrack, burn forever (re-check in 10 sec)
return 10000;
}
if (IsFuel(BlockBelow))
{
return static_cast<int>(m_BurnStepTimeFuel);
}
IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow);
}
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
{
if (IsFuel(BlockType))
{
return static_cast<int>(m_BurnStepTimeFuel);
}
}
} // for i - gCrossCoords[]
if (!IsBlockBelowSolid)
{
// Checked through everything, nothing was flammable
// If block below isn't solid, we can't have fire, it would be a non-fueled fire
// SetBlock just to make sure fire doesn't spawn
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
return 0;
}
return static_cast<int>(m_BurnStepTimeNonfuel);
}
void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
/*
if (GetRandomProvider().RandBool(0.99))
{
// Make the chance to spread 100x smaller
return;
}
*/
for (int x = a_RelX - 1; x <= a_RelX + 1; x++)
{
for (int z = a_RelZ - 1; z <= a_RelZ + 1; z++)
{
for (int y = a_RelY - 1; y <= a_RelY + 2; y++) // flames spread up one more block than around
{
// No need to check the coords for equality with the parent block,
// it cannot catch fire anyway (because it's not an air block)
if (!GetRandomProvider().RandBool(m_Flammability * (1.0 / MAX_CHANCE_FLAMMABILITY)))
{
continue;
}
// Start the fire in the neighbor {x, y, z}
/*
FIRE_LOG("FS: Trying to start fire at {%d, %d, %d}.",
x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width
);
*/
if (CanStartFireInBlock(a_Chunk, x, y, z))
{
int a_PosX = x + a_Chunk->GetPosX() * cChunkDef::Width;
int a_PosZ = z + a_Chunk->GetPosZ() * cChunkDef::Width;
if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, a_PosX, y, a_PosZ, ssFireSpread))
{
return;
}
FIRE_LOG("FS: Starting new fire at {%d, %d, %d}.", a_PosX, y, a_PosZ);
a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0);
}
} // for y
} // for z
} // for x
}
void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
for (auto & Coord : gNeighborCoords)
{
BLOCKTYPE BlockType;
int X = a_RelX + Coord.x;
int Z = a_RelZ + Coord.z;
cChunkPtr Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
if (Neighbour == nullptr)
{
continue;
}
BlockType = Neighbour->GetBlock(X, a_RelY + Coord.y, Z);
if (!IsFuel(BlockType))
{
continue;
}
int AbsX = (Neighbour->GetPosX() * cChunkDef::Width) + X;
int Y = a_RelY + Coord.y;
int AbsZ = (Neighbour->GetPosZ() * cChunkDef::Width) + Z;
if (BlockType == E_BLOCK_TNT)
{
m_World.SpawnPrimedTNT({static_cast<double>(AbsX), static_cast<double>(Y), static_cast<double>(AbsZ)}, 0);
Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0);
return;
}
bool ShouldReplaceFuel = (GetRandomProvider().RandBool(m_ReplaceFuelChance * (1.0 / MAX_CHANCE_REPLACE_FUEL)));
if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, AbsX, Y, AbsZ, ssFireSpread))
{
Neighbour->SetBlock(X, Y, Z, E_BLOCK_FIRE, 0);
}
else
{
Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0);
}
} // for i - Coords[]
}
bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
{
// The chunk is not accessible
return false;
}
if (BlockType != E_BLOCK_AIR)
{
// Only an air block can be replaced by a fire block
return false;
}
for (size_t i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
{
if (!a_NearChunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
{
// Neighbor inaccessible, skip it while evaluating
continue;
}
if (IsFuel(BlockType))
{
return true;
}
} // for i - Coords[]
return false;
}