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// FloodyFluidSimulator.h
// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
// https://forum.cuberite.org/thread-565.html
#pragma once
#include "DelayedFluidSimulator.h"
class cFloodyFluidSimulator : public cDelayedFluidSimulator
{
using Super = cDelayedFluidSimulator;
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 overrides:
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, Vector3i a_RelPos, 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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