#pragma once #include "BlockHandler.h" class cBlockSpongeHandler final : public cBlockHandler { using Super = cBlockHandler; public: using Super::Super; private: virtual void OnPlaced( cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta ) const override { OnNeighborChanged(a_ChunkInterface, a_BlockPos, BLOCK_FACE_NONE); } virtual void OnNeighborChanged(cChunkInterface & a_ChunkInterface, Vector3i a_BlockPos, eBlockFace a_WhichNeighbor) const override { a_ChunkInterface.DoWithChunkAt( a_BlockPos, [&](cChunk & a_Chunk) { CheckSoaked(cChunkDef::AbsoluteToRelative(a_BlockPos), a_Chunk); return true; } ); } /** Check blocks around the sponge to see if they are water. If a dry sponge is touching water, soak up up to 65 blocks of water, with a taxicab distance of 7, and turn the sponge into a wet sponge. */ static void CheckSoaked(Vector3i a_Rel, cChunk & a_Chunk) { struct sSeed { sSeed(Vector3i pos, int d) { m_Pos = pos; m_Depth = d; } Vector3i m_Pos; int m_Depth; }; // Check if this is a dry sponge next to a water block. NIBBLETYPE TargetMeta = a_Chunk.GetMeta(a_Rel.x, a_Rel.y, a_Rel.z); if (TargetMeta != E_META_SPONGE_DRY) { return; } const auto & WaterCheck = cSimulator::AdjacentOffsets; const bool ShouldSoak = std::any_of( WaterCheck.cbegin(), WaterCheck.cend(), [a_Rel, &a_Chunk](Vector3i a_Offset) { return IsWet(a_Rel + a_Offset, a_Chunk); } ); // Early return if the sponge isn't touching any water. if (!ShouldSoak) { return; } // Use a queue to hold blocks that we want to check, so our search is breadth-first. std::queue Seeds; int count = 0; // Only go 7 blocks away from the center block. const int maxDepth = 7; // Start with the 6 blocks around the sponge. for (unsigned int i = 0; i < 6; i++) { Seeds.emplace(a_Rel + WaterCheck[i], maxDepth - 1); } // Keep checking blocks that are touching water blocks, or until 65 have been soaked up. while (!Seeds.empty() && count < 65) { sSeed seed = Seeds.front(); Vector3i checkRel = seed.m_Pos; if (IsWet(checkRel, a_Chunk)) { count++; DryUp(checkRel, a_Chunk); if (seed.m_Depth > 0) { // If this block was water, and we haven't yet gone too far away, // add its neighbors to the queue to check. for (unsigned int i = 0; i < 6; i++) { Seeds.emplace(checkRel + WaterCheck[i], seed.m_Depth - 1); } } } Seeds.pop(); } a_Chunk.SetBlock(a_Rel, E_BLOCK_SPONGE, E_META_SPONGE_WET); } static void DryUp(Vector3i a_Rel, cChunk & a_Chunk) { // TODO: support evaporating waterlogged blocks. a_Chunk.UnboundedRelSetBlock(a_Rel.x, a_Rel.y, a_Rel.z, E_BLOCK_AIR, 0); } static bool IsWet(Vector3i a_Rel, cChunk & a_Chunk) { // TODO: support detecting waterlogged blocks. BLOCKTYPE Type; return (a_Chunk.UnboundedRelGetBlockType(a_Rel.x, a_Rel.y, a_Rel.z, Type) && IsBlockWater(Type)); } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 18; } };