#include "Globals.h"
#include "FluidSimulator.h"
#include "../World.h"
cFluidSimulator::cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
super(a_World),
m_FluidBlock(a_Fluid),
m_StationaryFluidBlock(a_StationaryFluid)
{
}
bool cFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
}
bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_ACTIVATOR_RAIL:
case E_BLOCK_ACTIVE_COMPARATOR:
case E_BLOCK_BEETROOTS:
case E_BLOCK_BIG_FLOWER:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
case E_BLOCK_CARROTS:
case E_BLOCK_COBWEB:
case E_BLOCK_CROPS:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_INACTIVE_COMPARATOR:
case E_BLOCK_LILY_PAD:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_RAIL:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_RED_ROSE:
case E_BLOCK_SNOW:
case E_BLOCK_SUGARCANE:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_TORCH:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_TRIPWIRE:
case E_BLOCK_YELLOW_FLOWER:
{
return true;
}
default:
{
return false;
}
}
}
bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
{
return !IsPassableForFluid(a_BlockType);
}
bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
{
return (
(a_BlockType == E_BLOCK_AIR) ||
(a_BlockType == E_BLOCK_FIRE) ||
IsAllowedBlock(a_BlockType) ||
CanWashAway(a_BlockType)
);
}
bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
{
if (a_Meta1 == 0)
{
// Source block is higher than anything, even itself.
return true;
}
if ((a_Meta1 & 0x08) != 0)
{
// Falling fluid is higher than anything, including self
return true;
}
if (a_Meta2 == 0)
{
// Second block is a source and first block isn't
return false;
}
if ((a_Meta2 & 0x08) != 0)
{
// Second block is falling and the first one is neither a source nor falling
return false;
}
// All special cases have been handled, now it's just a raw comparison:
return (a_Meta1 < a_Meta2);
}
Vector3f cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z)
{
if (!cChunkDef::IsValidHeight(a_Y))
{
return {};
}
if (!IsAllowedBlock(m_World.GetBlock(a_X, a_Y, a_Z))) // No Fluid -> No Flowing direction :D
{
return {};
}
const auto HeightFromMeta = [](NIBBLETYPE a_BlockMeta) -> NIBBLETYPE
{
// Falling water blocks are always full height (0)
return ((a_BlockMeta & 0x08) != 0) ? 0 : a_BlockMeta;
};
auto BlockMeta = m_World.GetBlockMeta(a_X, a_Y, a_Z);
NIBBLETYPE CentralPoint = HeightFromMeta(BlockMeta);
NIBBLETYPE LevelPoint[4];
// blocks around the checking pos
Vector3i Points[]
{
{ a_X + 1, a_Y, a_Z },
{ a_X, a_Y, a_Z + 1 },
{ a_X - 1, a_Y, a_Z },
{ a_X, a_Y, a_Z - 1 }
};
for (size_t i = 0; i < ARRAYCOUNT(LevelPoint); i++)
{
if (IsAllowedBlock(m_World.GetBlock(Points[i])))
{
LevelPoint[i] = HeightFromMeta(m_World.GetBlockMeta(Points[i]));
}
else
{
LevelPoint[i] = CentralPoint;
}
}
Vector3f Direction;
// Calculate the flow direction
Direction.x = (LevelPoint[0] - LevelPoint[2]) / 2.0f;
Direction.z = (LevelPoint[1] - LevelPoint[3]) / 2.0f;
if ((BlockMeta & 0x08) != 0) // Test falling bit
{
Direction.y = -1.0f;
}
return Direction;
}