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authorAlexander Harkness <me@bearbin.net>2017-12-26 22:25:57 +0100
committerGitHub <noreply@github.com>2017-12-26 22:25:57 +0100
commit6309c6a97fdbabfde978358f5f9a0f61ab74f91f (patch)
tree18b76401b21bb16425d6a630e109d737afea6bb7 /src/Simulator
parent.editorconfig fixes (#4113) (diff)
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Diffstat (limited to 'src/Simulator')
-rw-r--r--src/Simulator/CMakeLists.txt1
-rw-r--r--src/Simulator/FireSimulator.cpp67
2 files changed, 45 insertions, 23 deletions
diff --git a/src/Simulator/CMakeLists.txt b/src/Simulator/CMakeLists.txt
index 45972a6ef..5a67dd026 100644
--- a/src/Simulator/CMakeLists.txt
+++ b/src/Simulator/CMakeLists.txt
@@ -29,7 +29,6 @@ SET (HDRS
VaporizeFluidSimulator.h
)
-
if(NOT MSVC)
add_library(Simulator ${SRCS} ${HDRS})
endif()
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index d5671c5c2..ac7456b0a 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -25,15 +25,22 @@
#define MAX_CHANCE_REPLACE_FUEL 100000
#define MAX_CHANCE_FLAMMABILITY 100000
+// The base chance that in a tick, rain will extinguish a fire block.
+#define CHANCE_BASE_RAIN_EXTINGUISH 0.2
+// The additional chance, multiplied by the meta of the fire block, that rain
+// will extinguish a fire block in a tick.
+#define CHANCE_AGE_M_RAIN_EXTINGUISH 0.03
-static const struct
-{
- int x, y, z;
-} gCrossCoords[] =
+#ifdef __clang__
+ #pragma clang diagnostic push
+ #pragma clang diagnostic ignored "-Wglobal-constructors"
+#endif
+
+static const Vector3i gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
@@ -45,10 +52,7 @@ static const struct
-static const struct
-{
- int x, y, z;
-} gNeighborCoords[] =
+static const Vector3i gNeighborCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
@@ -58,6 +62,10 @@ static const struct
{ 0, 0, -1},
} ;
+#ifdef __clang__
+ #pragma clang diagnostic pop
+#endif
+
@@ -97,20 +105,39 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
int x = itr->x;
int y = itr->y;
int z = itr->z;
+ auto AbsPos = cChunkDef::RelativeToAbsolute({x, y, z}, a_Chunk->GetPosX(), a_Chunk->GetPosZ());
BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z);
if (!IsAllowedBlock(BlockType))
{
// The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
FLOG("FS: Removing block {%d, %d, %d}",
- itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
+ AbsPos.x, AbsPos.y, AbsPos.z
);
itr = Data.erase(itr);
continue;
}
+ auto BurnsForever = ((y > 0) && DoesBurnForever(a_Chunk->GetBlock(x, (y - 1), z)));
+ auto BlockMeta = a_Chunk->GetMeta(x, y, z);
+
+ auto Raining = std::any_of(std::begin(gCrossCoords), std::end(gCrossCoords),
+ [this, AbsPos](Vector3i cc)
+ {
+ return (m_World.IsWeatherWetAtXYZ(AbsPos + cc));
+ }
+ );
+
+ // Randomly burn out the fire if it is raining:
+ if (!BurnsForever && Raining && GetRandomProvider().RandBool(CHANCE_BASE_RAIN_EXTINGUISH + (BlockMeta * CHANCE_AGE_M_RAIN_EXTINGUISH)))
+ {
+ a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0);
+ itr = Data.erase(itr);
+ continue;
+ }
+
// Try to spread the fire:
- TrySpreadFire(a_Chunk, itr->x, itr->y, itr->z);
+ TrySpreadFire(a_Chunk, x, y, z);
itr->Data -= NumMSecs;
if (itr->Data >= 0)
@@ -120,30 +147,30 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX,
continue;
}
- // Burn out the fire one step by increasing the meta:
/*
FLOG("FS: Fire at {%d, %d, %d} is stepping",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
*/
- NIBBLETYPE BlockMeta = a_Chunk->GetMeta(x, y, z);
+ // Has the fire burnt out?
if (BlockMeta == 0x0f)
{
- // The fire burnt out completely
FLOG("FS: Fire at {%d, %d, %d} burnt out, removing the fire block",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
- a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
- RemoveFuelNeighbors(a_Chunk, itr->x, itr->y, itr->z);
+ a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0);
+ RemoveFuelNeighbors(a_Chunk, x, y, z);
itr = Data.erase(itr);
continue;
}
- if ((itr->y > 0) && (!DoesBurnForever(a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z))))
+ // Burn out the fire one step by increasing the meta:
+ if (!BurnsForever)
{
a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
}
- itr->Data = GetBurnStepTime(a_Chunk, itr->x, itr->y, itr->z); // TODO: Add some randomness into this
+
+ itr->Data = GetBurnStepTime(a_Chunk, x, y, z); // TODO: Add some randomness into this
++itr;
} // for itr - Data[]
}
@@ -283,7 +310,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
}
} // for i - gCrossCoords[]
- if (!IsBlockBelowSolid && (a_RelY >= 0))
+ if (!IsBlockBelowSolid)
{
// Checked through everything, nothing was flammable
// If block below isn't solid, we can't have fire, it would be a non-fueled fire
@@ -427,7 +454,3 @@ bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a
} // for i - Coords[]
return false;
}
-
-
-
-