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#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<sSeed> 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;
}
};
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