Moved growing from cWorld / cChunk to cBlockHandler descendants.
This commit is contained in:
@@ -102,40 +102,38 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
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int NumMSecs = static_cast<int>(a_Dt.count());
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for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();)
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{
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int x = itr->x;
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int y = itr->y;
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int z = itr->z;
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auto AbsPos = cChunkDef::RelativeToAbsolute({x, y, z}, a_Chunk->GetPosX(), a_Chunk->GetPosZ());
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BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z);
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Vector3i relPos(itr->x, itr->y, itr->z);
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auto absPos = a_Chunk->RelativeToAbsolute(relPos);
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auto blockType = a_Chunk->GetBlock(relPos);
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if (!IsAllowedBlock(BlockType))
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if (!IsAllowedBlock(blockType))
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{
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// The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
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FIRE_FLOG("FS: Removing block {0}", AbsPos);
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FIRE_FLOG("FS: Removing block {0}", absPos);
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itr = Data.erase(itr);
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continue;
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}
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auto BurnsForever = ((y > 0) && DoesBurnForever(a_Chunk->GetBlock(x, (y - 1), z)));
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auto BlockMeta = a_Chunk->GetMeta(x, y, z);
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auto BurnsForever = ((relPos.y > 0) && DoesBurnForever(a_Chunk->GetBlock(relPos.addedY(-1))));
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auto BlockMeta = a_Chunk->GetMeta(relPos);
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auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords),
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[this, AbsPos](Vector3i cc)
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[this, absPos](Vector3i cc)
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{
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return (m_World.IsWeatherWetAtXYZ(AbsPos + cc));
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return (m_World.IsWeatherWetAtXYZ(absPos + cc));
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}
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);
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// Randomly burn out the fire if it is raining:
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if (!BurnsForever && Raining && GetRandomProvider().RandBool(CHANCE_BASE_RAIN_EXTINGUISH + (BlockMeta * CHANCE_AGE_M_RAIN_EXTINGUISH)))
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{
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a_Chunk->SetBlock({x, y, z}, E_BLOCK_AIR, 0);
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a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
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itr = Data.erase(itr);
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continue;
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}
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// Try to spread the fire:
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TrySpreadFire(a_Chunk, x, y, z);
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TrySpreadFire(a_Chunk, relPos);
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itr->Data -= NumMSecs;
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if (itr->Data >= 0)
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@@ -145,20 +143,15 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
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continue;
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}
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/*
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FIRE_FLOG("FS: Fire at {0} is stepping",
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a_Chunk->PositionToWorldPosition(itr->x, itr->y, itr->z)
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);
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*/
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// FIRE_FLOG("FS: Fire at {0} is stepping", absPos);
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// Has the fire burnt out?
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if (BlockMeta == 0x0f)
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{
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// The fire burnt out completely
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FIRE_FLOG("FS: Fire at {0} burnt out, removing the fire block",
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a_Chunk->PositionToWorldPosition({itr->x, itr->y, itr->z})
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);
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a_Chunk->SetBlock({x, y, z}, E_BLOCK_AIR, 0);
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RemoveFuelNeighbors(a_Chunk, x, y, z);
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FIRE_FLOG("FS: Fire at {0} burnt out, removing the fire block", absPos);
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a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
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RemoveFuelNeighbors(a_Chunk, relPos);
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itr = Data.erase(itr);
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continue;
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}
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@@ -166,10 +159,10 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
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// Burn out the fire one step by increasing the meta:
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if (!BurnsForever)
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{
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a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
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a_Chunk->SetMeta(relPos, BlockMeta + 1);
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}
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itr->Data = GetBurnStepTime(a_Chunk, x, y, z); // TODO: Add some randomness into this
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itr->Data = GetBurnStepTime(a_Chunk, relPos); // TODO: Add some randomness into this
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++itr;
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} // for itr - Data[]
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}
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@@ -278,12 +271,12 @@ void cFireSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
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int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, Vector3i a_RelPos)
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{
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bool IsBlockBelowSolid = false;
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if (a_RelY > 0)
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if (a_RelPos.y > 0)
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{
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BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
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BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelPos.addedY(-1));
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if (DoesBurnForever(BlockBelow))
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{
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// Is burning atop of netherrack, burn forever (re-check in 10 sec)
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@@ -296,11 +289,11 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
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IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow);
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}
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for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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for (const auto & cross: gCrossCoords)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
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if (a_Chunk->UnboundedRelGetBlock(a_RelPos + cross, BlockType, BlockMeta))
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{
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if (IsFuel(BlockType))
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{
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@@ -314,7 +307,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
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// Checked through everything, nothing was flammable
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// If block below isn't solid, we can't have fire, it would be a non-fueled fire
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// SetBlock just to make sure fire doesn't spawn
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a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_AIR, 0);
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a_Chunk->SetBlock(a_RelPos, E_BLOCK_AIR, 0);
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return 0;
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}
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return static_cast<int>(m_BurnStepTimeNonfuel);
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@@ -324,7 +317,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
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void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, Vector3i a_RelPos)
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{
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/*
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if (GetRandomProvider().RandBool(0.99))
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@@ -334,11 +327,11 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
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}
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*/
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for (int x = a_RelX - 1; x <= a_RelX + 1; x++)
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for (int x = -1; x <= 1; x++)
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{
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for (int z = a_RelZ - 1; z <= a_RelZ + 1; z++)
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for (int z = -1; z <= 1; z++)
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{
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for (int y = a_RelY - 1; y <= a_RelY + 2; y++) // flames spread up one more block than around
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for (int y = 1; y <= 2; y++) // flames spread up one more block than around
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{
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// No need to check the coords for equality with the parent block,
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// it cannot catch fire anyway (because it's not an air block)
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@@ -348,24 +341,18 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
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continue;
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}
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// Start the fire in the neighbor {x, y, z}
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/*
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FIRE_LOG("FS: Trying to start fire at {0}.",
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a_Chunk->PositionToWorldPosition(x, y, z)
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);
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*/
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if (CanStartFireInBlock(a_Chunk, x, y, z))
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// Start the fire in the neighbor a_RelPos + {x, y, z}
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auto dstRelPos = a_RelPos + Vector3i{x, y, z};
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if (CanStartFireInBlock(a_Chunk, dstRelPos))
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{
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int a_PosX = x + a_Chunk->GetPosX() * cChunkDef::Width;
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int a_PosZ = z + a_Chunk->GetPosZ() * cChunkDef::Width;
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if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, a_PosX, y, a_PosZ, ssFireSpread))
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auto dstAbsPos = a_Chunk->RelativeToAbsolute(dstRelPos);
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if (cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, dstAbsPos.x, dstAbsPos.y, dstAbsPos.z, ssFireSpread))
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{
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return;
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}
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FIRE_FLOG("FS: Starting new fire at {0}.", Vector3i{a_PosX, y, a_PosZ});
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a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0);
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FIRE_FLOG("FS: Starting new fire at {0}.", dstAbsPos);
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a_Chunk->UnboundedRelSetBlock(dstRelPos, E_BLOCK_FIRE, 0);
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}
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} // for y
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} // for z
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@@ -376,45 +363,40 @@ void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int
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void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, Vector3i a_RelPos)
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{
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for (auto & Coord : gNeighborCoords)
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for (auto & coord : gNeighborCoords)
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{
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BLOCKTYPE BlockType;
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int X = a_RelX + Coord.x;
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int Z = a_RelZ + Coord.z;
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cChunkPtr Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(X, Z);
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if (Neighbour == nullptr)
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auto relPos = a_RelPos + coord;
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auto neighbor = a_Chunk->GetRelNeighborChunkAdjustCoords(relPos);
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if (neighbor == nullptr)
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{
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continue;
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}
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BlockType = Neighbour->GetBlock(X, a_RelY + Coord.y, Z);
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BlockType = neighbor->GetBlock(relPos);
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if (!IsFuel(BlockType))
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{
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continue;
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}
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int AbsX = (Neighbour->GetPosX() * cChunkDef::Width) + X;
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int Y = a_RelY + Coord.y;
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int AbsZ = (Neighbour->GetPosZ() * cChunkDef::Width) + Z;
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auto absPos = neighbor->RelativeToAbsolute(relPos);
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if (BlockType == E_BLOCK_TNT)
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{
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m_World.SpawnPrimedTNT({static_cast<double>(AbsX), static_cast<double>(Y), static_cast<double>(AbsZ)}, 0);
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Neighbour->SetBlock({X, Y, Z}, E_BLOCK_AIR, 0);
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neighbor->SetBlock(relPos, E_BLOCK_AIR, 0);
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m_World.SpawnPrimedTNT(absPos, 0);
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return;
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}
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bool ShouldReplaceFuel = (GetRandomProvider().RandBool(m_ReplaceFuelChance * (1.0 / MAX_CHANCE_REPLACE_FUEL)));
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if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, AbsX, Y, AbsZ, ssFireSpread))
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if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, absPos.x, absPos.y, absPos.z, ssFireSpread))
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{
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Neighbour->SetBlock({X, Y, Z}, E_BLOCK_FIRE, 0);
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neighbor->SetBlock(relPos, E_BLOCK_FIRE, 0);
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}
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else
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{
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Neighbour->SetBlock({X, Y, Z}, E_BLOCK_AIR, 0);
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neighbor->SetBlock(relPos, E_BLOCK_AIR, 0);
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}
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} // for i - Coords[]
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}
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@@ -423,11 +405,11 @@ void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_Rel
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bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ)
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bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, Vector3i a_RelPos)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
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if (!a_NearChunk->UnboundedRelGetBlock(a_RelPos, BlockType, BlockMeta))
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{
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// The chunk is not accessible
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return false;
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@@ -439,9 +421,9 @@ bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a
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return false;
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}
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for (size_t i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
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for (const auto & neighbor: gNeighborCoords)
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{
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if (!a_NearChunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
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if (!a_NearChunk->UnboundedRelGetBlock(a_RelPos + neighbor, BlockType, BlockMeta))
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{
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// Neighbor inaccessible, skip it while evaluating
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continue;
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