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// 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"
// Enable or disable detailed logging
#if 1
#define FLOG LOGD
#else
#define FLOG(...)
#endif
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)
{
FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
cBlockArea Area;
int MinBlockY = std::max(0, a_BlockY - 1);
int ChunkHeight = cChunkDef::Height; // Stupid compilers wouldn't let me use std::min(cChunkDef::Height, ...)
int MaxBlockY = std::min(ChunkHeight, 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?
FLOG(" Cannot read area, bailing out.");
return;
}
int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1));
return;
}
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) || IsBlockLava(Below) || IsBlockWater(Below)))
{
// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
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 (but not if it's a downward-flowing block):
if (!IsFed && (a_MyMeta != 8))
{
IsFed = (
(IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
(IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
(IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
(IsAllowedBlock(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)
{
if (a_MyMeta >= 8)
{
FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, m_Falloff);
}
else
{
a_MyMeta += m_Falloff;
if (a_MyMeta < 8)
{
FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
}
else
{
FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
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)
{
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
if (IsAllowedBlock(Block))
{
NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
{
// Don't spread there, there's already a higher or same level there
return;
}
}
// Check water - lava interaction:
if (m_FluidBlock == E_BLOCK_LAVA)
{
if (IsBlockWater(Block))
{
// Lava flowing into water, change to stone / cobblestone based on direction:
BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone",
a_BlockX, a_BlockY, a_BlockZ,
ItemTypeToString(NewBlock).c_str()
);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
// TODO: Sound effect
return;
}
}
else if (m_FluidBlock == E_BLOCK_WATER)
{
if (IsBlockLava(Block))
{
// Water flowing into lava, change to cobblestone / obsidian based on dest block:
BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str()
);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
// TODO: Sound effect
return;
}
}
else
{
ASSERT(!"Unknown fluid!");
}
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:
FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
}
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