Initial Floody fluid simulator.
Can spread, cannot dry. git-svn-id: http://mc-server.googlecode.com/svn/trunk@963 0a769ca7-a7f5-676a-18bf-c427514a06d6
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source/Simulator/FloodyFluidSimulator.cpp
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159
source/Simulator/FloodyFluidSimulator.cpp
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// FloodyFluidSimulator.cpp
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// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
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// http://forum.mc-server.org/showthread.php?tid=565
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#include "Globals.h"
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#include "FloodyFluidSimulator.h"
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#include "../World.h"
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#include "../BlockArea.h"
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#include "../Blocks/BlockHandler.h"
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cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay) :
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super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
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m_Falloff(a_Falloff)
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{
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}
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void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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cBlockArea Area;
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int MinBlockY = std::max(0, a_BlockY - 1);
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int MaxBlockY = std::min(cChunkDef::Height, a_BlockY + 1);
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if (!Area.Read(m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1))
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{
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// Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
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// TODO: Shouldn't we re-schedule?
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return;
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}
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
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if (MyMeta != 0)
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{
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if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
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{
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return;
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}
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}
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// New meta for the spreading to neighbors:
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// If this is a source block or was falling, the new meta is just the falloff
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// Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
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NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
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BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
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if ((a_BlockY > 0) && IsPassableForFluid(Below))
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{
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// Spread only down, possibly washing away what's there:
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SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
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}
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else if (NewMeta < 8) // Can reach there
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{
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// Spread to the neighbors:
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SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
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SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
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SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta);
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SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta);
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}
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// Mark as processed:
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m_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
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}
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bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
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{
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bool IsFed = false;
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int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
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// If we have a section above, check if there's fluid above this block that would feed it:
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if (a_BlockY < cChunkDef::Height - 1)
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{
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IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
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}
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// If not fed from above, check if there's a feed from the side:
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if (!IsFed)
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{
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IsFed = (
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(IsAnyFluidBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
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(IsAnyFluidBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
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(IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
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(IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
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);
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}
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// If not fed, decrease by m_Falloff levels:
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if (!IsFed)
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{
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a_MyMeta += m_Falloff;
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if (a_MyMeta < 8)
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{
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
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}
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else
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{
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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}
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return true;
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}
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return false;
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}
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void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
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{
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BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
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if (IsAnyFluidBlock(Block))
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{
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NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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if (!IsHigherMeta(a_NewMeta, Meta))
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{
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// Don't spread there, there's already a higher level there
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return;
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}
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}
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if (!IsPassableForFluid(Block))
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{
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// Can't spread there
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return;
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}
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// Wash away the block there, if possible:
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if (CanWashAway(Block))
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{
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cBlockHandler * Handler = BlockHandler(Block);
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if (Handler->DoesDropOnUnsuitable())
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{
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Handler->DropBlock(m_World, a_BlockX, a_BlockY, a_BlockZ);
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}
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}
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// Spread:
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LOGD("Fluid: spreading to block {%d, %d, %d}, meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
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m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
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}
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