2016-05-20 16:21:11 +10:00

294 lines
8.8 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Collections.Generic;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp.Singleplayer {
public class Physics {
Game game;
World map;
Random rnd = new Random();
BlockInfo info;
int width, length, height, oneY;
int maxX, maxY, maxZ, maxWaterX, maxWaterY, maxWaterZ;
public const uint tickMask = 0xF8000000;
public const uint posMask = 0x07FFFFFF;
public const int tickShift = 27;
FallingPhysics falling;
TNTPhysics tnt;
FoilagePhysics foilage;
bool enabled = true;
public bool Enabled {
get { return enabled; }
set { enabled = value; ClearQueuedEvents(); }
}
public Physics( Game game ) {
this.game = game;
map = game.World;
info = game.BlockInfo;
game.WorldEvents.OnNewMapLoaded += ResetMap;
enabled = Options.GetBool( OptionsKey.SingleplayerPhysics, true );
falling = new FallingPhysics( game );
tnt = new TNTPhysics( game );
foilage = new FoilagePhysics( game );
}
internal static bool CheckItem( Queue<uint> queue, out int posIndex ) {
uint packed = queue.Dequeue();
int tickDelay = (int)((packed & tickMask) >> tickShift);
posIndex = (int)(packed & posMask);
if( tickDelay > 0 ) {
tickDelay--;
queue.Enqueue( (uint)posIndex | ((uint)tickDelay << tickShift) );
return false;
}
return true;
}
internal static bool CheckItem( Queue<uint> queue, int mask, out int posIndex, out int flags ) {
uint packed = queue.Dequeue();
flags = (int)((packed & tickMask) >> tickShift);
posIndex = (int)(packed & posMask);
int tickDelay = flags & mask;
if( tickDelay > 0 ) {
tickDelay--;
flags &= ~mask; // zero old tick delay bits
flags |= tickDelay; // then set them with new value
queue.Enqueue( (uint)posIndex | ((uint)flags << tickShift) );
return false;
}
return true;
}
int tickCount = 0;
public void Tick() {
if( !Enabled || game.World.IsNotLoaded ) return;
//if( (tickCount % 5) == 0 ) {
TickLava();
TickWater();
falling.Tick();
//}
tickCount++;
TickRandomBlocks();
}
public void OnBlockPlaced( int x, int y, int z, byte block ) {
if( !Enabled ) return;
int index = (y * length + z) * width + x;
if( block == (byte)Block.Lava ) {
Lava.Enqueue( defLavaTick | (uint)index );
} else if( block == (byte)Block.Water ) {
Water.Enqueue( defWaterTick | (uint)index );
} else if( block == (byte)Block.Sand || block == (byte)Block.Gravel ) {
falling.OnBlockPlace( index, block );
} else if( block == (byte)Block.TNT ) {
tnt.Explode( 4, x, y, z );
} else if( block == (byte)Block.Sapling ) {
foilage.GrowTree( x, y, z );
} else if( block == (byte)Block.Sponge ) {
PlaceSponge( x, y, z );
}
}
void ResetMap( object sender, EventArgs e ) {
falling.ResetMap();
width = map.Width; maxX = width - 1; maxWaterX = maxX - 2;
height = map.Height; maxY = height - 1; maxWaterY = maxY - 2;
length = map.Length; maxZ = length - 1; maxWaterZ = maxZ - 2;
oneY = width * length;
}
void ClearQueuedEvents() {
Lava.Clear();
Water.Clear();
falling.Clear();
}
public void Dispose() {
game.WorldEvents.OnNewMapLoaded -= ResetMap;
}
#region General
void TickRandomBlocks() {
int xMax = width - 1, yMax = height - 1, zMax = length - 1;
for( int y = 0; y < height; y += 16 )
for( int z = 0; z < length; z += 16 )
for( int x = 0; x < width; x += 16 )
{
int lo = (y * length + z) * width + x;
int hi = (Math.Min( yMax, y + 15 ) * length + Math.Min( zMax, z + 15 ))
* width + Math.Min( xMax, x + 15 );
HandleBlock( rnd.Next( lo, hi ) );
HandleBlock( rnd.Next( lo, hi ) );
HandleBlock( rnd.Next( lo, hi ) );
}
}
void HandleBlock( int posIndex ) {
int x = posIndex % width;
int y = posIndex / oneY; // posIndex / (width * length)
int z = (posIndex / width) % length;
byte block = map.blocks[posIndex];
switch( block ) {
case (byte)Block.Dirt:
if( y > map.GetLightHeight( x, z ) )
game.UpdateBlock( x, y, z, (byte)Block.Grass );
break;
case (byte)Block.Grass:
if( y <= map.GetLightHeight( x, z ) ) {
game.UpdateBlock( x, y, z, (byte)Block.Dirt );
}
break;
case (byte)Block.Dandelion:
case (byte)Block.Rose:
case (byte)Block.BrownMushroom:
case (byte)Block.RedMushroom:
if( y <= map.GetLightHeight( x, z ) )
game.UpdateBlock( x, y, z, (byte)Block.Air );
break;
case (byte)Block.Sapling:
foilage.GrowTree( x, y, z );
break;
case (byte)Block.Sand:
case (byte)Block.Gravel:
falling.OnRandomTick( posIndex, block );
break;
case (byte)Block.Lava:
HandleLava( posIndex, x, y, z );
break;
case (byte)Block.Water:
HandleWater( posIndex, x, y, z );
break;
}
}
#endregion
#region Lava
Queue<uint> Lava = new Queue<uint>();
const uint defLavaTick = 30u << tickShift;
void TickLava() {
int count = Lava.Count;
for( int i = 0; i < count; i++ ) {
int posIndex;
if( CheckItem( Lava, out posIndex ) ) {
byte block = map.blocks[posIndex];
if( !(block == (byte)Block.Lava || block == (byte)Block.StillLava) ) continue;
int x = posIndex % width;
int y = posIndex / oneY; // posIndex / (width * length)
int z = (posIndex / width) % length;
HandleLava( posIndex, x, y, z );
}
}
}
void HandleLava( int posIndex, int x, int y, int z ) {
if( x > 0 ) PropagateLava( posIndex - 1, x - 1, y, z );
if( x < width - 1 ) PropagateLava( posIndex + 1, x + 1, y, z );
if( z > 0 ) PropagateLava( posIndex - width, x, y, z - 1 );
if( z < length - 1 ) PropagateLava( posIndex + width, x, y, z + 1 );
if( y > 0 ) PropagateLava( posIndex - oneY, x, y - 1, z );
}
void PropagateLava( int posIndex, int x, int y, int z ) {
byte block = map.blocks[posIndex];
if( block == (byte)Block.Water || block == (byte)Block.StillWater ) {
game.UpdateBlock( x, y, z, (byte)Block.Stone );
} else if( info.Collide[block] == CollideType.WalkThrough ) {
Lava.Enqueue( defLavaTick | (uint)posIndex );
game.UpdateBlock( x, y, z, (byte)Block.Lava );
}
}
#endregion
#region Water
Queue<uint> Water = new Queue<uint>();
const uint defWaterTick = 5u << tickShift;
void TickWater() {
int count = Water.Count;
for( int i = 0; i < count; i++ ) {
int posIndex;
if( CheckItem( Water, out posIndex ) ) {
byte block = map.blocks[posIndex];
if( !(block == (byte)Block.Water || block == (byte)Block.StillWater) ) continue;
int x = posIndex % width;
int y = posIndex / oneY; // posIndex / (width * length)
int z = (posIndex / width) % length;
HandleWater( posIndex, x, y, z );
}
}
}
void HandleWater( int posIndex, int x, int y, int z ) {
if( x > 0 ) PropagateWater( posIndex - 1, x - 1, y, z );
if( x < width - 1 ) PropagateWater( posIndex + 1, x + 1, y, z );
if( z > 0 ) PropagateWater( posIndex - width, x, y, z - 1 );
if( z < length - 1 ) PropagateWater( posIndex + width, x, y, z + 1 );
if( y > 0 ) PropagateWater( posIndex - oneY, x, y - 1, z );
}
void PropagateWater( int posIndex, int x, int y, int z ) {
byte block = map.blocks[posIndex];
if( block == (byte)Block.Lava || block == (byte)Block.StillLava ) {
game.UpdateBlock( x, y, z, (byte)Block.Stone );
} else if( info.Collide[block] == CollideType.WalkThrough && block != (byte)Block.Rope ) {
if( CheckIfSponge( x, y, z ) ) return;
Water.Enqueue( defWaterTick | (uint)posIndex );
game.UpdateBlock( x, y, z, (byte)Block.Water );
}
}
#endregion
#region Sponge
void PlaceSponge( int x, int y, int z ) {
for( int yy = y - 2; yy <= y + 2; yy++ )
for( int zz = z - 2; zz <= z + 2; zz++ )
for( int xx = x - 2; xx <= x + 2; xx++ )
{
byte block = map.SafeGetBlock( xx, yy, zz );
if( block == (byte)Block.Water || block == (byte)Block.StillWater )
game.UpdateBlock( xx, yy, zz, (byte)Block.Air );
}
}
bool CheckIfSponge( int x, int y, int z ) {
for( int yy = (y < 2 ? 0 : y - 2); yy <= (y > maxWaterY ? maxY : y + 2); yy++ )
for( int zz = (z < 2 ? 0 : z - 2); zz <= (z > maxWaterZ ? maxZ : z + 2); zz++ )
for( int xx = (x < 2 ? 0 : x - 2); xx <= (x > maxWaterX ? maxX : x + 2); xx++ )
{
byte block = map.blocks[(yy * length + zz) * width + xx];
if( block == (byte)Block.Sponge ) return true;
}
return false;
}
#endregion
}
}