171 lines
5.6 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Collections.Generic;
using ClassicalSharp.Map;
namespace ClassicalSharp.Singleplayer {
public class LiquidPhysics {
Game game;
World map;
Random rnd = new Random();
BlockInfo info;
int width, length, height, oneY;
int maxX, maxY, maxZ, maxWaterX, maxWaterY, maxWaterZ;
public LiquidPhysics( Game game, Physics physics ) {
this.game = game;
map = game.World;
info = game.BlockInfo;
physics.OnPlace[Block.Lava] =
(index, b) => Lava.Enqueue( defLavaTick | (uint)index );
physics.OnPlace[Block.Water] =
(index, b) => Water.Enqueue( defWaterTick | (uint)index );
physics.OnPlace[Block.Sponge] = PlaceSponge;
physics.OnDelete[Block.Sponge] = DeleteSponge;
physics.OnActivate[Block.Water] = physics.OnPlace[Block.Water];
physics.OnActivate[Block.StillWater] = physics.OnPlace[Block.Water];
physics.OnActivate[Block.Lava] = physics.OnPlace[Block.Lava];
physics.OnActivate[Block.StillLava] = physics.OnPlace[Block.Lava];
physics.OnRandomTick[Block.Water] = ActivateWater;
physics.OnRandomTick[Block.StillWater] = ActivateWater;
physics.OnRandomTick[Block.Lava] = ActivateLava;
physics.OnRandomTick[Block.StillLava] = ActivateLava;
}
public void Clear() { Lava.Clear(); Water.Clear(); }
public void ResetMap() {
Clear();
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;
}
Queue<uint> Lava = new Queue<uint>();
const uint defLavaTick = 30u << Physics.tickShift;
public void TickLava() {
int count = Lava.Count;
for( int i = 0; i < count; i++ ) {
int index;
if( Physics.CheckItem( Lava, out index ) ) {
byte block = map.blocks[index];
if( !(block == Block.Lava || block == Block.StillLava) ) continue;
ActivateLava( index, block );
}
}
}
void ActivateLava( int index, byte block ) {
int x = index % width;
int y = index / oneY; // posIndex / (width * length)
int z = (index / width) % length;
if( x > 0 ) PropagateLava( index - 1, x - 1, y, z );
if( x < width - 1 ) PropagateLava( index + 1, x + 1, y, z );
if( z > 0 ) PropagateLava( index - width, x, y, z - 1 );
if( z < length - 1 ) PropagateLava( index + width, x, y, z + 1 );
if( y > 0 ) PropagateLava( index - oneY, x, y - 1, z );
}
void PropagateLava( int posIndex, int x, int y, int z ) {
byte block = map.blocks[posIndex];
if( block == Block.Water || block == Block.StillWater ) {
game.UpdateBlock( x, y, z, Block.Stone );
} else if( info.Collide[block] == CollideType.WalkThrough ) {
Lava.Enqueue( defLavaTick | (uint)posIndex );
game.UpdateBlock( x, y, z, Block.Lava );
}
}
Queue<uint> Water = new Queue<uint>();
const uint defWaterTick = 5u << Physics.tickShift;
public void TickWater() {
int count = Water.Count;
for( int i = 0; i < count; i++ ) {
int index;
if( Physics.CheckItem( Water, out index ) ) {
byte block = map.blocks[index];
if( !(block == Block.Water || block == Block.StillWater) ) continue;
ActivateWater( index, block );
}
}
}
void ActivateWater( int index, byte block ) {
int x = index % width;
int y = index / oneY; // posIndex / (width * length)
int z = (index / width) % length;
if( x > 0 ) PropagateWater( index - 1, x - 1, y, z );
if( x < width - 1 ) PropagateWater( index + 1, x + 1, y, z );
if( z > 0 ) PropagateWater( index - width, x, y, z - 1 );
if( z < length - 1 ) PropagateWater( index + width, x, y, z + 1 );
if( y > 0 ) PropagateWater( index - oneY, x, y - 1, z );
}
void PropagateWater( int posIndex, int x, int y, int z ) {
byte block = map.blocks[posIndex];
if( block == Block.Lava || block == Block.StillLava ) {
game.UpdateBlock( x, y, z, Block.Stone );
} else if( info.Collide[block] == CollideType.WalkThrough && block != Block.Rope ) {
// Sponge check
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++ )
{
block = map.blocks[(yy * length + zz) * width + xx];
if( block == Block.Sponge ) return;
}
Water.Enqueue( defWaterTick | (uint)posIndex );
game.UpdateBlock( x, y, z, Block.Water );
}
}
void PlaceSponge( int index, byte block ) {
int x = index % width;
int y = index / oneY; // posIndex / (width * length)
int z = (index / width) % length;
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++ )
{
block = map.SafeGetBlock( xx, yy, zz );
if( block == Block.Water || block == Block.StillWater )
game.UpdateBlock( xx, yy, zz, Block.Air );
}
}
void DeleteSponge( int index, byte block ) {
int x = index % width;
int y = index / oneY; // posIndex / (width * length)
int z = (index / width) % length;
for( int yy = y - 3; yy <= y + 3; yy++ )
for( int zz = z - 3; zz <= z + 3; zz++ )
for( int xx = x - 3; xx <= x + 3; xx++ )
{
if( Math.Abs( yy - y ) == 3 || Math.Abs( zz - z ) == 3 || Math.Abs( xx - x ) == 3 ) {
if( !map.IsValidPos( x, y, z ) ) continue;
index = xx + width * (zz + yy * length);
block = map.blocks[index];
if( block == Block.Water || block == Block.StillWater )
Water.Enqueue( (1u << Physics.tickShift) | (uint)index );
}
}
}
}
}