diff options
-rw-r--r-- | source/Chunk.cpp | 5 | ||||
-rw-r--r-- | source/Chunk.h | 8 | ||||
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.cpp | 77 | ||||
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.h | 37 | ||||
-rw-r--r-- | source/Simulator/FloodyFluidSimulator.cpp | 215 | ||||
-rw-r--r-- | source/Simulator/FloodyFluidSimulator.h | 8 | ||||
-rw-r--r-- | source/Simulator/FluidSimulator.h | 16 |
7 files changed, 230 insertions, 136 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp index 7c8d8744e..a013554db 100644 --- a/source/Chunk.cpp +++ b/source/Chunk.cpp @@ -29,6 +29,7 @@ #include "BlockArea.h" #include "PluginManager.h" #include "Blocks/BlockHandler.h" +#include "Simulator/FluidSimulator.h" #include <json/json.h> @@ -78,6 +79,8 @@ cChunk::cChunk( , m_NeighborXP(a_NeighborXP) , m_NeighborZM(a_NeighborZM) , m_NeighborZP(a_NeighborZP) + , m_WaterSimulatorData(a_World->GetWaterSimulator()->CreateChunkData()) + , m_LavaSimulatorData (a_World->GetLavaSimulator ()->CreateChunkData()) { if (a_NeighborXM != NULL) { @@ -145,6 +148,8 @@ cChunk::~cChunk() { m_NeighborZP->m_NeighborZM = NULL; } + delete m_WaterSimulatorData; + delete m_LavaSimulatorData; } diff --git a/source/Chunk.h b/source/Chunk.h index 826e8bb6d..853f1e61a 100644 --- a/source/Chunk.h +++ b/source/Chunk.h @@ -47,6 +47,7 @@ class cPawn; class cPickup; class cChunkDataSerializer; class cBlockArea; +class cFluidSimulatorData; typedef std::list<cClientHandle *> cClientHandleList; typedef cItemCallback<cEntity> cEntityCallback; @@ -267,7 +268,9 @@ public: bool UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); // Simulator data: - cFireSimulatorChunkData & GetFireSimulatorData(void) { return m_FireSimulatorData; } + cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; } + cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; } + cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; } private: @@ -312,7 +315,10 @@ private: cChunk * m_NeighborZM; // Neighbor at [X, Z - 1] cChunk * m_NeighborZP; // Neighbor at [X, Z + 1] + // Per-chunk simulator data: cFireSimulatorChunkData m_FireSimulatorData; + cFluidSimulatorData * m_WaterSimulatorData; + cFluidSimulatorData * m_LavaSimulatorData; void RemoveBlockEntity(cBlockEntity * a_BlockEntity); diff --git a/source/Simulator/DelayedFluidSimulator.cpp b/source/Simulator/DelayedFluidSimulator.cpp index d6d9a8793..babeff733 100644 --- a/source/Simulator/DelayedFluidSimulator.cpp +++ b/source/Simulator/DelayedFluidSimulator.cpp @@ -8,25 +8,25 @@ #include "DelayedFluidSimulator.h"
#include "../World.h"
+#include "../Chunk.h"
-cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
- super(a_World, a_Fluid, a_StationaryFluid),
- m_TickDelay(a_TickDelay),
- m_Slots(NULL),
- m_CurrentSlotNum(0)
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDelayedFluidSimulatorChunkData:
+
+cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
+ m_Slots(new cCoordWithIntList[a_TickDelay])
{
- m_Slots = new CoordsArray[a_TickDelay];
}
-cDelayedFluidSimulator::~cDelayedFluidSimulator()
+cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
{
delete[] m_Slots;
m_Slots = NULL;
@@ -36,6 +36,22 @@ cDelayedFluidSimulator::~cDelayedFluidSimulator() +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDelayedFluidSimulator:
+
+cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
+ super(a_World, a_Fluid, a_StationaryFluid),
+ m_TickDelay(a_TickDelay),
+ m_AddSlotNum(a_TickDelay - 1),
+ m_SimSlotNum(0),
+ m_TotalBlocks(0)
+{
+}
+
+
+
+
+
void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
@@ -44,25 +60,29 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, return;
}
- // TODO: This can be optimized:
- BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
+ BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
if (BlockType != m_FluidBlock)
{
return;
}
- CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
+ void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
+ cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
+ cCoordWithIntList & Blocks = ChunkData->m_Slots[m_AddSlotNum];
// Check for duplicates:
- for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
+ for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
{
- if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
{
return;
}
}
- Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
+ ++m_TotalBlocks;
+ Blocks.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
}
@@ -71,22 +91,35 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, void cDelayedFluidSimulator::Simulate(float a_Dt)
{
- int SlotNum = m_CurrentSlotNum + 1;
- if (SlotNum >= m_TickDelay)
+ if (m_TotalBlocks > 0)
{
- SlotNum = 0;
+ LOGD("DFS: %d blocks in queue", m_TotalBlocks);
}
-
- CoordsArray & Blocks = m_Slots[SlotNum];
+ m_AddSlotNum = m_SimSlotNum;
+ m_SimSlotNum += 1;
+ if (m_SimSlotNum >= m_TickDelay)
+ {
+ m_SimSlotNum = 0;
+ }
+}
+
+
+
+
+
+void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
+{
+ void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
+ cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
+ cCoordWithIntList & Blocks = ChunkData->m_Slots[m_SimSlotNum];
// Simulate the blocks in the scheduled slot:
- for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
+ for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
{
- SimulateBlock(itr->x, itr->y, itr->z);
+ SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
}
+ m_TotalBlocks -= Blocks.size();
Blocks.clear();
-
- m_CurrentSlotNum = SlotNum;
}
diff --git a/source/Simulator/DelayedFluidSimulator.h b/source/Simulator/DelayedFluidSimulator.h index 7a5967235..eddaf1040 100644 --- a/source/Simulator/DelayedFluidSimulator.h +++ b/source/Simulator/DelayedFluidSimulator.h @@ -15,6 +15,21 @@ +class cDelayedFluidSimulatorChunkData :
+ public cFluidSimulatorData
+{
+public:
+ cDelayedFluidSimulatorChunkData(int a_TickDelay);
+ virtual ~cDelayedFluidSimulatorChunkData();
+
+ /// Slots, one for each delay tick, each containing the blocks to simulate; relative coords. Int param not used.
+ cCoordWithIntList * m_Slots;
+} ;
+
+
+
+
+
class cDelayedFluidSimulator :
public cFluidSimulator
{
@@ -22,27 +37,29 @@ class cDelayedFluidSimulator : public:
cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay);
- virtual ~cDelayedFluidSimulator();
// cSimulator overrides:
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
virtual void Simulate(float a_Dt) override;
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
+ virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); }
protected:
- typedef std::vector<Vector3i> CoordsArray;
+
+ int m_TickDelay; // Count of the m_Slots array in each ChunkData
+ int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData
+ int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData
- int m_TickDelay; // Count of the m_Slots array
- CoordsArray * m_Slots; // Slots, one for each delay tick
- int m_CurrentSlotNum; // Index into m_Slots[] where to insert new blocks
+ int m_TotalBlocks; // Statistics only: the total number of blocks currently queued
/*
Slots:
- | 0 | 1 | ... | m_CurrentSlotNum | m_CurrentSlotNum + 1 | ... | m_TickDelay - 1 |
- adding blocks here ^ | ^ simulating here
+ | 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 |
+ adding blocks here ^ | ^ simulating here
*/
-
- /// Called from Simulate() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
- virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
+
+ /// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
+ virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0;
} ;
diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp index eaf16fff4..33c8ca5a2 100644 --- a/source/Simulator/FloodyFluidSimulator.cpp +++ b/source/Simulator/FloodyFluidSimulator.cpp @@ -8,6 +8,7 @@ #include "FloodyFluidSimulator.h"
#include "../World.h"
+#include "../Chunk.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
@@ -44,36 +45,22 @@ cFloodyFluidSimulator::cFloodyFluidSimulator( -void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
- FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
-
- cBlockArea Area;
- int MinBlockY = std::max(0, a_BlockY - 1);
- int MaxBlockY = std::min(+cChunkDef::Height, 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)))
+ NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
+ if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
{
// 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)
{
// Source blocks aren't checked for tributaries, others are.
- if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
+ if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta))
{
- // Has no tributary, has been decreased, no more processing needed (neighbors have been scheduled by the decrease)
+ // Has no tributary, has been decreased (in CheckTributaries()),
+ // no more processing needed (neighbors have been scheduled by the decrease)
return;
}
}
@@ -82,107 +69,128 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc // 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
+ 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);
+ SpreadFurther = false;
+ }
// If source creation is on, check for it here:
- if (
+ 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_BlockX, a_BlockY, a_BlockZ, Area) // Did we create a source?
+ 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
+ // 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:
- 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);
+ SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta);
}
// Mark as processed:
- m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
+ a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
}
-bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
+bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, 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)
+ if (a_RelY < cChunkDef::Height - 1)
{
- IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
+ if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ)))
+ {
+ // This block is fed from above, no more processing needed
+ return false;
+ }
}
- // 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))
+ // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
+ if (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)
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ static const Vector3i Coords[] =
{
- 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
+ Vector3i( 1, 0, 0),
+ Vector3i(-1, 0, 0),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0, 0, -1),
+ } ;
+ for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
- a_MyMeta += m_Falloff;
- if (a_MyMeta < 8)
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
{
- 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);
+ continue;
}
- else
+ if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta))
{
- FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ // This block is fed, no more processing needed
+ return false;
}
+ } // for i - Coords[]
+ } // if not fed from above
+
+ // Block is not fed, decrease by m_Falloff levels:
+ if (a_MyMeta >= 8)
+ {
+ FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff);
+ }
+ else
+ {
+ a_MyMeta += m_Falloff;
+ if (a_MyMeta < 8)
+ {
+ FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta);
+ }
+ else
+ {
+ FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
}
- return true;
}
- return false;
+ return true;
}
-void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
+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
- BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
+ {
+ // Chunk not available
+ return;
+ }
- if (IsAllowedBlock(Block))
+ if (IsAllowedBlock(BlockType))
{
- NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
- if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
+ if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta))
{
// Don't spread there, there's already a higher or same level there
return;
@@ -192,15 +200,15 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B // Check water - lava interaction:
if (m_FluidBlock == E_BLOCK_LAVA)
{
- if (IsBlockWater(Block))
+ 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 {%d, %d, %d} into stone",
- a_BlockX, a_BlockY, a_BlockZ,
+ a_RelX, a_RelY, a_RelZ,
ItemTypeToString(NewBlock).c_str()
);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
+ a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
// TODO: Sound effect
@@ -209,14 +217,14 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B }
else if (m_FluidBlock == E_BLOCK_WATER)
{
- if (IsBlockLava(Block))
+ if (IsBlockLava(BlockType))
{
// 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;
+ BLOCKTYPE NewBlock = (BlockMeta == 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()
+ a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
+ a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
// TODO: Sound effect
@@ -228,52 +236,61 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B ASSERT(!"Unknown fluid!");
}
- if (!IsPassableForFluid(Block))
+ if (!IsPassableForFluid(BlockType))
{
// Can't spread there
return;
}
// Wash away the block there, if possible:
- if (CanWashAway(Block))
+ if (CanWashAway(BlockType))
{
- cBlockHandler * Handler = BlockHandler(Block);
+ cBlockHandler * Handler = BlockHandler(BlockType);
if (Handler->DoesDropOnUnsuitable())
{
- Handler->DropBlock(&m_World, NULL, a_BlockX, a_BlockY, a_BlockZ);
+ Handler->DropBlock(
+ &m_World, NULL,
+ a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
+ a_RelY,
+ a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
+ );
}
- }
+ } // if (CanWashAway)
// 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);
+ FLOG(" Spreading to {%d, %d, %d} with meta %d", a_RelX, a_RelY, a_RelZ, a_NewMeta);
+ a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}
-bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area)
+bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
FLOG(" Checking neighbors for source creation");
static const Vector3i NeighborCoords[] =
{
- Vector3i(-1, 0, 0),
- Vector3i( 1, 0, 0),
- Vector3i( 0, 0,-1),
- Vector3i( 0, 0, 1),
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0, -1),
+ Vector3i( 0, 0, 1),
} ;
int NumNeeded = m_NumNeighborsForSource;
for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
{
- int x = a_BlockX + NeighborCoords[i].x;
- int y = a_BlockY + NeighborCoords[i].y;
- int z = a_BlockZ + NeighborCoords[i].z;
+ int x = a_RelX + NeighborCoords[i].x;
+ int y = a_RelY + NeighborCoords[i].y;
+ int z = a_RelZ + NeighborCoords[i].z;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- a_Area.GetBlockTypeMeta(x, y, z, BlockType, BlockMeta);
+ if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta))
+ {
+ // Neighbor not available, skip it
+ continue;
+ }
FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
{
@@ -283,7 +300,7 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, {
// Found enough, turn into a source and bail out
FLOG(" Found enough neighbor sources, turning into a source");
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, 0);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0);
return true;
}
}
diff --git a/source/Simulator/FloodyFluidSimulator.h b/source/Simulator/FloodyFluidSimulator.h index ec3ab044a..e6ce38d61 100644 --- a/source/Simulator/FloodyFluidSimulator.h +++ b/source/Simulator/FloodyFluidSimulator.h @@ -36,16 +36,16 @@ protected: int m_NumNeighborsForSource;
// cDelayedFluidSimulator overrides:
- virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
+ virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override;
/// Checks tributaries, if not fed, decreases the block's level and returns true
- bool CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta);
+ bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta);
/// Spreads into the specified block, if the blocktype there allows. a_Area is for checking.
- void SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta);
+ void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
/// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so
- bool CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area);
+ bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
} ;
diff --git a/source/Simulator/FluidSimulator.h b/source/Simulator/FluidSimulator.h index fce18522f..672b740a2 100644 --- a/source/Simulator/FluidSimulator.h +++ b/source/Simulator/FluidSimulator.h @@ -22,6 +22,19 @@ enum Direction +/** This is a base class for all fluid simulator data classes. +Needed so that cChunk can properly delete instances of fluid simulator data, no matter what simulator it's using +*/ +class cFluidSimulatorData +{ +public: + virtual ~cFluidSimulatorData() {} +} ; + + + + + class cFluidSimulator : public cSimulator { @@ -36,6 +49,9 @@ public: /// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true); + /// Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. + virtual cFluidSimulatorData * CreateChunkData(void) { return NULL; } + bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); } bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); } bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); } |