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-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp91
1 files changed, 84 insertions, 7 deletions
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index 95182345c..03e94e791 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -54,14 +54,23 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ)
);
- NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
- if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
+ BLOCKTYPE MyBlock; NIBBLETYPE MyMeta;
+ a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta);
+
+ if (!IsAnyFluidBlock(MyBlock))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
FLOG(" BadBlockType exit");
return;
}
+ // When in contact with water, lava should harden
+ if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
+ {
+ // Block was changed, bail out
+ return;
+ }
+
if (MyMeta != 0)
{
// Source blocks aren't checked for tributaries, others are.
@@ -86,7 +95,12 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
{
// 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;
+
+ // Source blocks spread both downwards and sideways
+ if (MyMeta != 0)
+ {
+ SpreadFurther = false;
+ }
}
// If source creation is on, check for it here:
else if (
@@ -105,10 +119,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
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);
+ Spread(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
}
// Mark as processed:
@@ -119,6 +130,17 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
+void cFloodyFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
+{
+ SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, a_NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, a_NewMeta);
+}
+
+
+
+
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:
@@ -296,6 +318,8 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
a_NewMeta
);
a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
+
+ HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}
@@ -348,3 +372,56 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX
+
+bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
+{
+ // Only lava blocks can harden
+ if (!IsBlockLava(a_BlockType))
+ {
+ return false;
+ }
+
+ bool ShouldHarden = false;
+
+ 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 (size_t 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 (IsBlockWater(BlockType))
+ {
+ ShouldHarden = true;
+ }
+ } // for i - Coords[]
+
+ if (ShouldHarden)
+ {
+ if (a_Meta == 0)
+ {
+ // Source lava block
+ a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0);
+ return true;
+ }
+ // Ignore last lava level
+ else if (a_Meta <= 4)
+ {
+ a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+