diff options
Diffstat (limited to 'src/Simulator')
-rw-r--r-- | src/Simulator/FireSimulator.cpp | 12 | ||||
-rw-r--r-- | src/Simulator/FloodyFluidSimulator.cpp | 30 | ||||
-rw-r--r-- | src/Simulator/SandSimulator.cpp | 4 | ||||
-rw-r--r-- | src/Simulator/VaporizeFluidSimulator.cpp | 11 |
4 files changed, 23 insertions, 34 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp index 9a00d00a8..7862ed335 100644 --- a/src/Simulator/FireSimulator.cpp +++ b/src/Simulator/FireSimulator.cpp @@ -129,7 +129,7 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, // 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); + a_Chunk->SetBlock({x, y, z}, E_BLOCK_AIR, 0); itr = Data.erase(itr); continue; } @@ -157,7 +157,7 @@ void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, FIRE_FLOG("FS: Fire at {0} burnt out, removing the fire block", a_Chunk->PositionToWorldPosition({itr->x, itr->y, itr->z}) ); - a_Chunk->SetBlock(x, y, z, E_BLOCK_AIR, 0); + a_Chunk->SetBlock({x, y, z}, E_BLOCK_AIR, 0); RemoveFuelNeighbors(a_Chunk, x, y, z); itr = Data.erase(itr); continue; @@ -314,7 +314,7 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in // Checked through everything, nothing was flammable // If block below isn't solid, we can't have fire, it would be a non-fueled fire // SetBlock just to make sure fire doesn't spawn - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_AIR, 0); return 0; } return static_cast<int>(m_BurnStepTimeNonfuel); @@ -403,18 +403,18 @@ void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_Rel if (BlockType == E_BLOCK_TNT) { m_World.SpawnPrimedTNT({static_cast<double>(AbsX), static_cast<double>(Y), static_cast<double>(AbsZ)}, 0); - Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0); + Neighbour->SetBlock({X, Y, Z}, E_BLOCK_AIR, 0); return; } bool ShouldReplaceFuel = (GetRandomProvider().RandBool(m_ReplaceFuelChance * (1.0 / MAX_CHANCE_REPLACE_FUEL))); if (ShouldReplaceFuel && !cRoot::Get()->GetPluginManager()->CallHookBlockSpread(m_World, AbsX, Y, AbsZ, ssFireSpread)) { - Neighbour->SetBlock(X, Y, Z, E_BLOCK_FIRE, 0); + Neighbour->SetBlock({X, Y, Z}, E_BLOCK_FIRE, 0); } else { - Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0); + Neighbour->SetBlock({X, Y, Z}, E_BLOCK_AIR, 0); } } // for i - Coords[] } diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp index 7066dc016..f00dd3bfd 100644 --- a/src/Simulator/FloodyFluidSimulator.cpp +++ b/src/Simulator/FloodyFluidSimulator.cpp @@ -193,7 +193,7 @@ bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a if (a_MyMeta >= 8) { FLUID_FLOG(" Not fed and downwards, turning into non-downwards meta {0}", m_Falloff); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_StationaryFluidBlock, m_Falloff); } else { @@ -201,12 +201,12 @@ bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a if (a_MyMeta < 8) { FLUID_FLOG(" Not fed, decreasing from {0} to {1}", a_MyMeta - m_Falloff, a_MyMeta); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_StationaryFluidBlock, a_MyMeta); } else { FLUID_FLOG(" Not fed, meta {0}, erasing altogether", a_MyMeta); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_AIR, 0); } } return true; @@ -254,7 +254,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i FLUID_FLOG(" Lava flowing into water, turning water at rel {0} into {1}", Vector3i{a_RelX, a_RelY, a_RelZ}, ItemTypeToString(NewBlock) ); - a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); + a_NearChunk->SetBlock({a_RelX, a_RelY, a_RelZ}, NewBlock, 0); m_World.BroadcastSoundEffect( "block.lava.extinguish", @@ -274,7 +274,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i FLUID_FLOG(" Water flowing into lava, turning lava at rel {0} into {1}", Vector3i{a_RelX, a_RelY, a_RelZ}, ItemTypeToString(NewBlock) ); - a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); + a_NearChunk->SetBlock({a_RelX, a_RelY, a_RelZ}, NewBlock, 0); m_World.BroadcastSoundEffect( "block.lava.extinguish", @@ -302,23 +302,13 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i cBlockHandler * Handler = BlockHandler(BlockType); if (Handler->DoesDropOnUnsuitable()) { - cChunkInterface ChunkInterface(m_World.GetChunkMap()); - cBlockInServerPluginInterface PluginInterface(m_World); - Handler->DropBlock( - ChunkInterface, - m_World, - PluginInterface, - nullptr, - BlockX, - a_RelY, - BlockZ - ); + m_World.DropBlockAsPickups({BlockX, a_RelY, BlockZ}, nullptr, nullptr); } } // if (CanWashAway) // Spread: FLUID_FLOG(" Spreading to {0} with meta {1}", Vector3i{BlockX, a_RelY, BlockZ}, a_NewMeta); - a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); + a_NearChunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_FluidBlock, a_NewMeta); m_World.GetSimulatorManager()->WakeUp({BlockX, a_RelY, BlockZ}, a_NearChunk); HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); @@ -362,7 +352,7 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX { // Found enough, turn into a source and bail out // FLUID_FLOG(" Found enough neighbor sources, turning into a source"); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, m_FluidBlock, 0); return true; } } @@ -411,13 +401,13 @@ bool cFloodyFluidSimulator::HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY if (a_Meta == 0) { // Source lava block - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_OBSIDIAN, 0); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_OBSIDIAN, 0); return true; } // Ignore last lava level else if (a_Meta <= 4) { - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_COBBLESTONE, 0); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_COBBLESTONE, 0); return true; } } diff --git a/src/Simulator/SandSimulator.cpp b/src/Simulator/SandSimulator.cpp index a75ea2d11..5f0595d48 100644 --- a/src/Simulator/SandSimulator.cpp +++ b/src/Simulator/SandSimulator.cpp @@ -67,7 +67,7 @@ void cSandSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, { continue; } - a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0); + a_Chunk->SetBlock({itr->x, itr->y, itr->z}, E_BLOCK_AIR, 0); } } m_TotalBlocks -= static_cast<int>(ChunkData.size()); @@ -302,7 +302,7 @@ void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int BLOCKTYPE FallingBlockType; NIBBLETYPE FallingBlockMeta; a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, FallingBlockType, FallingBlockMeta); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); + a_Chunk->SetBlock({a_RelX, a_RelY, a_RelZ}, E_BLOCK_AIR, 0); // Search for a place to put it: for (int y = a_RelY - 1; y >= 0; y--) diff --git a/src/Simulator/VaporizeFluidSimulator.cpp b/src/Simulator/VaporizeFluidSimulator.cpp index 32a55794d..441c0bb6c 100644 --- a/src/Simulator/VaporizeFluidSimulator.cpp +++ b/src/Simulator/VaporizeFluidSimulator.cpp @@ -28,15 +28,14 @@ void cVaporizeFluidSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk) { return; } - int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width; - int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width; - BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ); + auto relPos = cChunkDef::AbsoluteToRelative(a_Block); + auto blockType = a_Chunk->GetBlock(relPos); if ( - (BlockType == m_FluidBlock) || - (BlockType == m_StationaryFluidBlock) + (blockType == m_FluidBlock) || + (blockType == m_StationaryFluidBlock) ) { - a_Chunk->SetBlock(RelX, a_Block.y, RelZ, E_BLOCK_AIR, 0); + a_Chunk->SetBlock(relPos, E_BLOCK_AIR, 0); World::GetBroadcastInterface(m_World).BroadcastSoundEffect( "block.fire.extinguish", Vector3d(a_Block), |