1
0

improve rain simulation (#4017)

* Uses vanilla logic to decide which blocks rain falls through.
 * Rain falls infinitely above the world, and stops at y=0.
 * Entities will now be extinguished if they are under rain-blocking
blocks, and fire will now be extinguished by rain similarly.
 * Create IsWeatherWetAtXYZ to identify wetness at a particular location. 
 * Use new code for enderman rain detection.
 * Fixes issue #916
 * Disable warnings for global constructors in the fire simulator.
This commit is contained in:
Alexander Harkness
2017-12-26 21:25:57 +00:00
committed by GitHub
parent ab5ff6a6f8
commit 6309c6a97f
12 changed files with 180 additions and 113 deletions

View File

@@ -25,15 +25,22 @@
#define MAX_CHANCE_REPLACE_FUEL 100000
#define MAX_CHANCE_FLAMMABILITY 100000
// The base chance that in a tick, rain will extinguish a fire block.
#define CHANCE_BASE_RAIN_EXTINGUISH 0.2
// The additional chance, multiplied by the meta of the fire block, that rain
// will extinguish a fire block in a tick.
#define CHANCE_AGE_M_RAIN_EXTINGUISH 0.03
static const struct
{
int x, y, z;
} gCrossCoords[] =
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wglobal-constructors"
#endif
static const Vector3i gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
@@ -45,10 +52,7 @@ static const struct
static const struct
{
int x, y, z;
} gNeighborCoords[] =
static const Vector3i gNeighborCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
@@ -58,6 +62,10 @@ static const struct
{ 0, 0, -1},
} ;
#ifdef __clang__
#pragma clang diagnostic pop
#endif
@@ -97,20 +105,39 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
int x = itr->x;
int y = itr->y;
int z = itr->z;
auto AbsPos = cChunkDef::RelativeToAbsolute({x, y, z}, a_Chunk->GetPosX(), a_Chunk->GetPosZ());
BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z);
if (!IsAllowedBlock(BlockType))
{
// The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
FLOG("FS: Removing block {%d, %d, %d}",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
AbsPos.x, AbsPos.y, AbsPos.z
);
itr = Data.erase(itr);
continue;
}
auto BurnsForever = ((y > 0) && DoesBurnForever(a_Chunk->GetBlock(x, (y - 1), z)));
auto BlockMeta = a_Chunk->GetMeta(x, y, z);
auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords),
[this, AbsPos](Vector3i cc)
{
return (m_World.IsWeatherWetAtXYZ(AbsPos + cc));
}
);
// Randomly burn out the fire if it is raining:
if (!BurnsForever && Raining && GetRandomProvider().RandBool(CHANCE_BASE_RAIN_EXTINGUISH + (BlockMeta * CHANCE_AGE_M_RAIN_EXTINGUISH)))
{
a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0);
itr = Data.erase(itr);
continue;
}
// Try to spread the fire:
TrySpreadFire(a_Chunk, itr->x, itr->y, itr->z);
TrySpreadFire(a_Chunk, x, y, z);
itr->Data -= NumMSecs;
if (itr->Data >= 0)
@@ -120,30 +147,30 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
continue;
}
// Burn out the fire one step by increasing the meta:
/*
FLOG("FS: Fire at {%d, %d, %d} is stepping",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
*/
NIBBLETYPE BlockMeta = a_Chunk->GetMeta(x, y, z);
// Has the fire burnt out?
if (BlockMeta == 0x0f)
{
// The fire burnt out completely
FLOG("FS: Fire at {%d, %d, %d} burnt out, removing the fire block",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
RemoveFuelNeighbors(a_Chunk, itr->x, itr->y, itr->z);
a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0);
RemoveFuelNeighbors(a_Chunk, x, y, z);
itr = Data.erase(itr);
continue;
}
if ((itr->y > 0) && (!DoesBurnForever(a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z))))
// Burn out the fire one step by increasing the meta:
if (!BurnsForever)
{
a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
}
itr->Data = GetBurnStepTime(a_Chunk, itr->x, itr->y, itr->z); // TODO: Add some randomness into this
itr->Data = GetBurnStepTime(a_Chunk, x, y, z); // TODO: Add some randomness into this
++itr;
} // for itr - Data[]
}
@@ -283,7 +310,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
}
} // for i - gCrossCoords[]
if (!IsBlockBelowSolid && (a_RelY >= 0))
if (!IsBlockBelowSolid)
{
// Checked through everything, nothing was flammable
// If block below isn't solid, we can't have fire, it would be a non-fueled fire
@@ -427,7 +454,3 @@ bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a
} // for i - Coords[]
return false;
}