summaryrefslogtreecommitdiffstats
path: root/source/Simulator/FloodyFluidSimulator.cpp
blob: 66954092d86afc70a2819b3ea520583db2e2b001 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330

// FloodyFluidSimulator.cpp

// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
// http://forum.mc-server.org/showthread.php?tid=565

#include "Globals.h"

#include "FloodyFluidSimulator.h"
#include "../World.h"
#include "../Chunk.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"





// Enable or disable detailed logging
#if 0
	#define FLOG LOGD
#else
	#define FLOG(...)
#endif





cFloodyFluidSimulator::cFloodyFluidSimulator(
	cWorld & a_World,
	BLOCKTYPE a_Fluid,
	BLOCKTYPE a_StationaryFluid,
	NIBBLETYPE a_Falloff,
	int a_TickDelay,
	int a_NumNeighborsForSource
) :
	super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
	m_Falloff(a_Falloff),
	m_NumNeighborsForSource(a_NumNeighborsForSource)
{
}





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)
	);
	
	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("  BadBlockType exit");
		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);
			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:
		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:
	a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
}





bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta)
{
	// If we have a section above, check if there's fluid above this block that would feed it:
	if (a_RelY < cChunkDef::Height - 1)
	{
		if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ)))
		{
			// This block is fed from above, no more processing needed
			FLOG("  Fed from above");
			return false;
		}
	}

	// 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)
	{
		BLOCKTYPE BlockType;
		NIBBLETYPE BlockMeta;
		static const Vector3i Coords[] =
		{
			Vector3i( 1, 0,  0),
			Vector3i(-1, 0,  0),
			Vector3i( 0, 0,  1),
			Vector3i( 0, 0, -1),
		} ;
		for (int i = 0; i < ARRAYCOUNT(Coords); i++)
		{
			if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
			{
				continue;
			}
			if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta))
			{
				// This block is fed, no more processing needed
				FLOG("  Fed from {%d, %d, %d}, type %d, meta %d",
					a_Chunk->GetPosX() * cChunkDef::Width + a_RelX + Coords[i].x,
					a_RelY,
					a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ + Coords[i].z,
					BlockType, BlockMeta
				);
				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;
}





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 BlockType;
	NIBBLETYPE BlockMeta;
	if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
	{
		// Chunk not available
		return;
	}
	
	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->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
			m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 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->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
			m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 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())
		{
			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_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
		a_RelY,
		a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ,
		a_NewMeta
	);
	a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}





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),
	} ;
	
	int NumNeeded = m_NumNeighborsForSource;
	for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
	{
		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;
		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))
		{
			NumNeeded--;
			// FLOG("    Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded);
			if (NumNeeded == 0)
			{
				// Found enough, turn into a source and bail out
				// FLOG("    Found enough neighbor sources, turning into a source");
				a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0);
				return true;
			}
		}
	}
	// FLOG("    Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded);
	return false;
}