summaryrefslogtreecommitdiffstats
path: root/src/Simulator/FloodyFluidSimulator.h
blob: e402a23e4044b2a8d26d55e6012d2668a6a49351 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58

// 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);
};