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// VaporizeFluidSimulator.cpp

// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air

#include "Globals.h"
#include "VaporizeFluidSimulator.h"
#include "../OpaqueWorld.h"
#include "../Chunk.h"
#include "../Blocks/BroadcastInterface.h"





cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
	Super(a_World, a_Fluid, a_StationaryFluid)
{
}





void cVaporizeFluidSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
	if (a_Chunk == nullptr)
	{
		return;
	}
	auto relPos = cChunkDef::AbsoluteToRelative(a_Block);
	auto blockType = a_Chunk->GetBlock(relPos);
	if (
		(blockType == m_FluidBlock) ||
		(blockType == m_StationaryFluidBlock)
	)
	{
		a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0);
		World::GetBroadcastInterface(m_World).BroadcastSoundEffect(
			"block.fire.extinguish",
			Vector3d(a_Block),
			1.0f,
			0.6f
		);
	}
}





void cVaporizeFluidSimulator::Simulate(float a_Dt)
{
	// Nothing needed
}