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// 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"
#include "../BlockInServerPluginInterface.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)
	);
	
	BLOCKTYPE MyBlock; NIBBLETYPE MyMeta;
	a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta);

	if (!IsAnyFluidBlock(MyBlock))
	{
		// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
		FLOG("  BadBlockType exit");
		return;
	}

	if (HardenBlock(a_Chunk, a_RelX, a_RelY, a_RelZ, MyBlock, MyMeta))
	{
		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);

			// Source blocks spread both downwards and sideways
			if (MyMeta != 0)
			{
				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:
		Spread(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
	}
	
	// Mark as processed:
	a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
}





void cFloodyFluidSimulator::Spread(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);
	SpreadToNeighbor(a_Chunk, a_RelX,     a_RelY, a_RelZ - 1, a_NewMeta);
	SpreadToNeighbor(a_Chunk, a_RelX,     a_RelY, a_RelZ + 1, a_NewMeta);
}




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 (size_t 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);

			int BaseX = a_NearChunk->GetPosX() * cChunkDef::Width;
			int BaseZ = a_NearChunk->GetPosZ() * cChunkDef::Width;

			BaseX += a_RelX;
			BaseZ += a_RelZ;

			a_NearChunk->BroadcastSoundEffect("random.fizz", BaseX * 8, a_RelY * 8, BaseZ * 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);

			int BaseX = a_NearChunk->GetPosX() * cChunkDef::Width;
			int BaseZ = a_NearChunk->GetPosZ() * cChunkDef::Width;

			BaseX += a_RelX;
			BaseZ += a_RelZ;

			a_NearChunk->BroadcastSoundEffect("random.fizz", BaseX * 8, a_RelY * 8, BaseZ * 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())
		{
			cChunkInterface ChunkInterface(m_World.GetChunkMap());
			cBlockInServerPluginInterface PluginInterface(m_World);
			Handler->DropBlock(
				ChunkInterface,
				m_World,
				PluginInterface,
				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);

	HardenBlock(a_NearChunk, 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 (size_t 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;
}





bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
{
	// Only lava blocks can harden
	if (!IsBlockLava(a_BlockType))
	{
		return false;
	}

	bool ShouldHarden = false;

	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 (size_t 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 (IsBlockWater(BlockType))
		{
			ShouldHarden = true;
		}
	}  // for i - Coords[]

	if (ShouldHarden)
	{
		if (a_Meta == 0)
		{
			// Source lava block
			a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0);
			return true;
		}
		// Ignore last lava level
		else if (a_Meta <= 4)
		{
			a_Chunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0);
			return true;
		}
	}

	return false;
}