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// FloodyFluidSimulator.h
// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
// http://forum.mc-server.org/showthread.php?tid=565
#pragma once
#include "DelayedFluidSimulator.h"
// fwd:
class cBlockArea;
class cFloodyFluidSimulator :
public cDelayedFluidSimulator
{
typedef cDelayedFluidSimulator super;
public:
cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);
protected:
NIBBLETYPE m_Falloff;
int m_NumNeighborsForSource;
// cDelayedFluidSimulator /*override*/s:
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(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(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(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. */
bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
/** 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);
} ;
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