From 5b7de82a79e3f18affcffd686484a681d187942a Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sun, 14 Oct 2012 17:06:21 +0000 Subject: Initial Floody fluid simulator. Can spread, cannot dry. git-svn-id: http://mc-server.googlecode.com/svn/trunk@963 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Simulator/FloodyFluidSimulator.cpp | 159 ++++++++++++++++++++++++++++++ 1 file changed, 159 insertions(+) create mode 100644 source/Simulator/FloodyFluidSimulator.cpp (limited to 'source/Simulator/FloodyFluidSimulator.cpp') diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp new file mode 100644 index 000000000..7dcd4edca --- /dev/null +++ b/source/Simulator/FloodyFluidSimulator.cpp @@ -0,0 +1,159 @@ + +// 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" + + + + + +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) +{ + 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? + return; + } + int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area + + NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1); + + 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)) + { + // Spread only down, possibly washing away what's there: + 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: + if (!IsFed) + { + IsFed = ( + (IsAnyFluidBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) || + (IsAnyFluidBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) || + (IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) || + (IsAnyFluidBlock(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) + { + a_MyMeta += m_Falloff; + if (a_MyMeta < 8) + { + m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta); + } + else + { + 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) +{ + BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ); + + if (IsAnyFluidBlock(Block)) + { + NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ); + if (!IsHigherMeta(a_NewMeta, Meta)) + { + // Don't spread there, there's already a higher level there + return; + } + } + 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: + LOGD("Fluid: spreading to block {%d, %d, %d}, meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta); + + m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta); +} + + + + -- cgit v1.2.3