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160 lines
4.6 KiB
C#
160 lines
4.6 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using System.Collections.Generic;
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using ClassicalSharp.Map;
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using ClassicalSharp.Events;
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namespace ClassicalSharp.Singleplayer {
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public class Physics {
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Game game;
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World map;
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Random rnd = new Random();
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BlockInfo info;
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int width, length, height, oneY;
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public const uint tickMask = 0xF8000000;
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public const uint posMask = 0x07FFFFFF;
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public const int tickShift = 27;
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FallingPhysics falling;
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TNTPhysics tnt;
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FoilagePhysics foilage;
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LiquidPhysics liquid;
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OtherPhysics other;
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bool enabled = true;
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public bool Enabled {
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get { return enabled; }
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set { enabled = value; liquid.Clear(); }
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}
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public Action<int, byte>[] OnActivate = new Action<int, byte>[256];
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public Action<int, byte>[] OnRandomTick = new Action<int, byte>[256];
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public Action<int, byte>[] OnPlace = new Action<int, byte>[256];
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public Action<int, byte>[] OnDelete = new Action<int, byte>[256];
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public Physics( Game game ) {
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this.game = game;
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map = game.World;
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info = game.BlockInfo;
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game.WorldEvents.OnNewMapLoaded += ResetMap;
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game.UserEvents.BlockChanged += BlockChanged;
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enabled = Options.GetBool( OptionsKey.SingleplayerPhysics, true );
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falling = new FallingPhysics( game, this );
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tnt = new TNTPhysics( game, this );
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foilage = new FoilagePhysics( game, this );
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liquid = new LiquidPhysics( game, this );
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other = new OtherPhysics( game, this );
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}
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internal static bool CheckItem( Queue<uint> queue, out int posIndex ) {
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uint packed = queue.Dequeue();
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int tickDelay = (int)((packed & tickMask) >> tickShift);
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posIndex = (int)(packed & posMask);
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if( tickDelay > 0 ) {
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tickDelay--;
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queue.Enqueue( (uint)posIndex | ((uint)tickDelay << tickShift) );
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return false;
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}
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return true;
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}
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int tickCount = 0;
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public void Tick() {
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if( !Enabled || game.World.IsNotLoaded ) return;
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//if( (tickCount % 5) == 0 ) {
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liquid.TickLava();
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liquid.TickWater();
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//}
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tickCount++;
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TickRandomBlocks();
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}
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void BlockChanged( object sender, BlockChangedEventArgs e ) {
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if( !Enabled ) return;
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Vector3I p = e.Coords;
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int index = (p.Y * length + p.Z) * width + p.X;
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byte block = e.Block;
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if( block == Block.Air && IsEdgeWater( p.X, p.Y, p.Z ) ) {
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block = Block.StillWater;
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game.UpdateBlock( p.X, p.Y, p.Z, Block.StillWater );
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}
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if( e.Block == 0 ) {
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Action<int, byte> delete = OnDelete[e.OldBlock];
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if( delete != null ) delete( index, e.OldBlock );
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} else {
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Action<int, byte> place = OnPlace[block];
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if( place != null ) place( index, block );
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}
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if( p.X > 0 ) Activate( index - 1 );
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if( p.X < map.Width - 1 ) Activate( index + 1 );
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if( p.Z > 0 ) Activate( index - map.Width );
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if( p.Z < map.Length - 1 ) Activate( index + map.Width );
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if( p.Y > 0 ) Activate( index - oneY );
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if( p.Y < map.Height - 1 ) Activate( index + oneY );
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}
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void Activate( int index ) {
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byte block = map.blocks[index];
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Action<int, byte> activate = OnActivate[block];
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if( activate != null ) activate( index, block );
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}
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bool IsEdgeWater( int x, int y, int z ) {
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WorldEnv env = map.Env;
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if( !(env.EdgeBlock == Block.Water || env.EdgeBlock == Block.StillWater) )
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return false;
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return y >= env.SidesHeight && y < env.EdgeHeight
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&& (x == 0 || z == 0 || x == (map.Width - 1) || z == (map.Length - 1) );
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}
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void ResetMap( object sender, EventArgs e ) {
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falling.ResetMap();
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liquid.ResetMap();
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width = map.Width;
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height = map.Height;
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length = map.Length;
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oneY = width * length;
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}
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public void Dispose() {
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game.WorldEvents.OnNewMapLoaded -= ResetMap;
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game.UserEvents.BlockChanged -= BlockChanged;
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}
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void TickRandomBlocks() {
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int xMax = width - 1, yMax = height - 1, zMax = length - 1;
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for( int y = 0; y < height; y += 16 )
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for( int z = 0; z < length; z += 16 )
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for( int x = 0; x < width; x += 16 )
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{
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int lo = (y * length + z) * width + x;
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int hi = (Math.Min( yMax, y + 15 ) * length + Math.Min( zMax, z + 15 ))
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* width + Math.Min( xMax, x + 15 );
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// Inlined 3 random ticks for this chunk
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int index = rnd.Next( lo, hi );
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byte block = map.blocks[index];
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Action<int, byte> tick = OnRandomTick[block];
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if( tick != null ) tick( index, block );
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index = rnd.Next( lo, hi );
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block = map.blocks[index];
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tick = OnRandomTick[block];
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if( tick != null ) tick( index, block );
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index = rnd.Next( lo, hi );
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block = map.blocks[index];
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tick = OnRandomTick[block];
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if( tick != null ) tick( index, block );
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}
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}
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}
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} |