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-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp4
-rw-r--r--src/Simulator/FloodyFluidSimulator.h13
-rw-r--r--src/Simulator/VanillaFluidSimulator.cpp15
-rw-r--r--src/Simulator/VanillaFluidSimulator.h2
4 files changed, 20 insertions, 14 deletions
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index 03e94e791..e95af3a1c 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -119,7 +119,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
if (SpreadFurther && (NewMeta < 8))
{
// Spread to the neighbors:
- Spread(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
+ SpreadXZ(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
}
// Mark as processed:
@@ -130,7 +130,7 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
-void cFloodyFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
+void cFloodyFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, a_NewMeta);
SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
diff --git a/src/Simulator/FloodyFluidSimulator.h b/src/Simulator/FloodyFluidSimulator.h
index 632de3bb2..8e1be5e6b 100644
--- a/src/Simulator/FloodyFluidSimulator.h
+++ b/src/Simulator/FloodyFluidSimulator.h
@@ -48,16 +48,13 @@ protected:
bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
/** Checks if the specified block should harden (Water/Lava interaction) and if so, converts it to a suitable block.
- *
- * Returns whether the block was changed or not.
- */
+ Returns whether the block was changed or not. */
bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
- /** Spread water to neighbors.
- *
- * May be overridden to provide more sophisticated algorithms.
- */
- virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
+ /** Spread fluid to XZ neighbors.
+ The coords are of the block currently being processed; a_NewMeta is the new meta for the new fluid block.
+ Descendants may overridde to provide more sophisticated algorithms. */
+ virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
} ;
diff --git a/src/Simulator/VanillaFluidSimulator.cpp b/src/Simulator/VanillaFluidSimulator.cpp
index 78aff9d68..28d75214c 100644
--- a/src/Simulator/VanillaFluidSimulator.cpp
+++ b/src/Simulator/VanillaFluidSimulator.cpp
@@ -35,14 +35,16 @@ cVanillaFluidSimulator::cVanillaFluidSimulator(
-void cVanillaFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
+void cVanillaFluidSimulator::SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
+ // Calculate the distance to the nearest "hole" in each direction:
int Cost[4];
Cost[0] = CalculateFlowCost(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, X_PLUS);
Cost[1] = CalculateFlowCost(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, X_MINUS);
Cost[2] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, Z_PLUS);
Cost[3] = CalculateFlowCost(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, Z_MINUS);
+ // Find the minimum distance:
int MinCost = InfiniteCost;
for (unsigned int i = 0; i < ARRAYCOUNT(Cost); ++i)
{
@@ -52,6 +54,7 @@ void cVanillaFluidSimulator::Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, in
}
}
+ // Spread in all directions where the distance matches the minimum:
if (Cost[0] == MinCost)
{
SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, a_NewMeta);
@@ -86,7 +89,10 @@ int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int
{
return Cost;
}
- if (!IsPassableForFluid(BlockType) && !IsBlockLiquid(BlockType))
+ if (
+ !IsPassableForFluid(BlockType) || // The block cannot be passed by the liquid ...
+ (IsAllowedBlock(BlockType) && (BlockMeta == 0)) // ... or if it is liquid, it is a source block
+ )
{
return Cost;
}
@@ -96,7 +102,10 @@ int cVanillaFluidSimulator::CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int
{
return Cost;
}
- if (IsPassableForFluid(BlockType) || IsBlockLiquid(BlockType))
+ if (
+ IsPassableForFluid(BlockType) || // The block can be passed by the liquid ...
+ (IsBlockLiquid(BlockType) && (BlockMeta != 0)) // ... or it is a liquid and not a source block
+ )
{
// Path found, exit
return a_Iteration;
diff --git a/src/Simulator/VanillaFluidSimulator.h b/src/Simulator/VanillaFluidSimulator.h
index a9ea98b5a..89a56ca14 100644
--- a/src/Simulator/VanillaFluidSimulator.h
+++ b/src/Simulator/VanillaFluidSimulator.h
@@ -30,7 +30,7 @@ public:
protected:
// cFloodyFluidSimulator overrides:
- virtual void Spread(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override;
+ virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) override;
/** Recursively calculates the minimum number of blocks needed to descend a level. */
int CalculateFlowCost(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, Direction a_Dir, unsigned a_Iteration = 0);