// DelayedFluidSimulator.cpp
// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
#include "Globals.h"
#include "DelayedFluidSimulator.h"
#include "../World.h"
cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
super(a_World, a_Fluid, a_StationaryFluid),
m_TickDelay(a_TickDelay),
m_Slots(NULL),
m_CurrentSlotNum(0)
{
m_Slots = new CoordsArray[a_TickDelay];
}
cDelayedFluidSimulator::~cDelayedFluidSimulator()
{
delete[] m_Slots;
m_Slots = NULL;
}
void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
return;
}
// TODO: This can be optimized:
BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (BlockType != m_FluidBlock)
{
return;
}
CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
// Check for duplicates:
for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
{
if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
{
return;
}
}
Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
}
void cDelayedFluidSimulator::Simulate(float a_Dt)
{
int SlotNum = m_CurrentSlotNum + 1;
if (SlotNum >= m_TickDelay)
{
SlotNum = 0;
}
CoordsArray & Blocks = m_Slots[SlotNum];
// Simulate the blocks in the scheduled slot:
for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
{
SimulateBlock(itr->x, itr->y, itr->z);
}
Blocks.clear();
m_CurrentSlotNum = SlotNum;
}