// 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); }