void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
	FLOG("Simulating block {%d, %d, %d}: block %d, meta %d", 
		a_Chunk->GetPosX() * cChunkDef::Width + a_RelX, a_RelY, a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ,
		a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ),
		a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ)
	);
	
	BLOCKTYPE MyBlock; NIBBLETYPE MyMeta;
	a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta);

	if (!IsAnyFluidBlock(MyBlock))
	{
		// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
		FLOG("  BadBlockType exit");
		return;
	}

	// When in contact with water, lava should harden
	if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
	{
		// Block was changed, bail out
		return;
	}

	if (MyMeta != 0)
	{
		// Source blocks aren't checked for tributaries, others are.
		if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta))
		{
			// Has no tributary, has been decreased (in CheckTributaries()),
			// no more processing needed (neighbors have been scheduled by the decrease)
			FLOG("  CheckTributaries exit");
			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);
	bool SpreadFurther = true;
	if (a_RelY > 0)
	{
		BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
		if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below))
		{
			// Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
			SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8);

			// Source blocks spread both downwards and sideways
			if (MyMeta != 0)
			{
				SpreadFurther = false;
			}
		}
		// If source creation is on, check for it here:
		else if (
			(m_NumNeighborsForSource > 0) &&  // Source creation is on
			(MyMeta == m_Falloff) &&          // Only exactly one block away from a source (fast bail-out)
			!IsPassableForFluid(Below) &&     // Only exactly 1 block deep
			CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ)  // Did we create a source?
		)
		{
			// We created a source, no more spreading is to be done now
			// Also has been re-scheduled for ticking in the next wave, so no marking is needed
			return;
		}
	}
	
	if (SpreadFurther && (NewMeta < 8))
	{
		// Spread to the neighbors:
		SpreadXZ(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
	}
	
	// Mark as processed:
	a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
}
Exemplo n.º 2
0
bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
{
	return !IsPassableForFluid(a_BlockType);
}
void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
	ASSERT(a_NewMeta <= 8);  // Invalid meta values
	ASSERT(a_NewMeta > 0);  // Source blocks aren't spread

	a_NearChunk = a_NearChunk->GetRelNeighborChunkAdjustCoords(a_RelX, a_RelZ);
	if ((a_NearChunk == NULL) || (!a_NearChunk->IsValid()))
	{
		// Chunk not available
		return;
	}

	const int BlockX = a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX;
	const int BlockZ = a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ;
	
	BLOCKTYPE BlockType;
	NIBBLETYPE BlockMeta;
	a_NearChunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta);
	
	if (IsAllowedBlock(BlockType))
	{
		if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, 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(BlockType))
		{
			// 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 rel {%d, %d, %d} into stone", 
				a_RelX, a_RelY, a_RelZ,
				ItemTypeToString(NewBlock).c_str()
			);
			a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);

			a_NearChunk->BroadcastSoundEffect("random.fizz", BlockX * 8, a_RelY * 8, BlockZ * 8, 0.5f, 1.5f);
			return;
		}
	}
	else if (m_FluidBlock == E_BLOCK_WATER)
	{
		if (IsBlockLava(BlockType))
		{
			// Water flowing into lava, change to cobblestone / obsidian based on dest block:
			BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
			FLOG("  Water flowing into lava, turning lava at rel {%d, %d, %d} into %s", 
				a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
			);
			a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);

			a_NearChunk->BroadcastSoundEffect("random.fizz", BlockX * 8, a_RelY * 8, BlockZ * 8, 0.5f, 1.5f);
			return;
		}
	}
	else
	{
		ASSERT(!"Unknown fluid!");
	}
	
	if (!IsPassableForFluid(BlockType))
	{
		// Can't spread there
		return;
	}
	
	// Wash away the block there, if possible:
	if (CanWashAway(BlockType))
	{
		cBlockHandler * Handler = BlockHandler(BlockType);
		if (Handler->DoesDropOnUnsuitable())
		{
			cChunkInterface ChunkInterface(m_World.GetChunkMap());
			cBlockInServerPluginInterface PluginInterface(m_World);
			Handler->DropBlock(
				ChunkInterface,
				m_World,
				PluginInterface,
				NULL, 
				BlockX, 
				a_RelY,
				BlockZ
			);
		}
	}  // if (CanWashAway)

	// Spread:
	FLOG("  Spreading to {%d, %d, %d} with meta %d", BlockX, a_RelY, BlockZ, a_NewMeta);
	a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
	m_World.GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, a_NearChunk);

	HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}