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https://github.com/ClassiCube/ClassiCube.git
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193 lines
6.1 KiB
C#
193 lines
6.1 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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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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#if USE16_BIT
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using BlockID = System.UInt16;
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#else
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using BlockID = System.Byte;
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#endif
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namespace ClassicalSharp.Singleplayer {
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public class LiquidPhysics {
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Game game;
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World map;
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Random rnd = new Random();
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int width, length, height, oneY;
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int maxX, maxY, maxZ, maxWaterX, maxWaterY, maxWaterZ;
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const uint tickMask = 0xF8000000;
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const uint posMask = 0x07FFFFFF;
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const int tickShift = 27;
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public LiquidPhysics(Game game, PhysicsBase physics) {
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this.game = game;
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map = game.World;
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physics.OnPlace[Block.Lava] = OnPlaceLava;
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physics.OnPlace[Block.Water] = OnPlaceWater;
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physics.OnPlace[Block.Sponge] = PlaceSponge;
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physics.OnDelete[Block.Sponge] = DeleteSponge;
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physics.OnActivate[Block.Water] = physics.OnPlace[Block.Water];
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physics.OnActivate[Block.StillWater] = physics.OnPlace[Block.Water];
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physics.OnActivate[Block.Lava] = physics.OnPlace[Block.Lava];
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physics.OnActivate[Block.StillLava] = physics.OnPlace[Block.Lava];
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physics.OnRandomTick[Block.Water] = ActivateWater;
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physics.OnRandomTick[Block.StillWater] = ActivateWater;
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physics.OnRandomTick[Block.Lava] = ActivateLava;
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physics.OnRandomTick[Block.StillLava] = ActivateLava;
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}
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void OnPlaceLava(int index, BlockID b) { Lava.Enqueue(defLavaTick | (uint)index); }
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void OnPlaceWater(int index, BlockID b) { Water.Enqueue(defWaterTick | (uint)index); }
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public void Clear() { Lava.Clear(); Water.Clear(); }
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public void ResetMap() {
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Clear();
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width = map.Width; maxX = width - 1; maxWaterX = maxX - 2;
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height = map.Height; maxY = height - 1; maxWaterY = maxY - 2;
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length = map.Length; maxZ = length - 1; maxWaterZ = maxZ - 2;
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oneY = width * length;
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}
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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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Queue<uint> Lava = new Queue<uint>();
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const uint defLavaTick = 30u << tickShift;
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public void TickLava() {
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int count = Lava.Count;
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for (int i = 0; i < count; i++) {
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int index;
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if (CheckItem(Lava, out index)) {
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BlockID block = map.blocks[index];
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if (!(block == Block.Lava || block == Block.StillLava)) continue;
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ActivateLava(index, block);
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}
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}
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}
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void ActivateLava(int index, BlockID block) {
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int x = index % width;
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int y = index / oneY; // posIndex / (width * length)
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int z = (index / width) % length;
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if (x > 0) PropagateLava(index - 1, x - 1, y, z);
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if (x < width - 1) PropagateLava(index + 1, x + 1, y, z);
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if (z > 0) PropagateLava(index - width, x, y, z - 1);
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if (z < length - 1) PropagateLava(index + width, x, y, z + 1);
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if (y > 0) PropagateLava(index - oneY, x, y - 1, z);
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}
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void PropagateLava(int posIndex, int x, int y, int z) {
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BlockID block = map.blocks[posIndex];
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if (block == Block.Water || block == Block.StillWater) {
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game.UpdateBlock(x, y, z, Block.Stone);
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} else if (BlockInfo.Collide[block] == CollideType.Gas) {
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Lava.Enqueue(defLavaTick | (uint)posIndex);
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game.UpdateBlock(x, y, z, Block.Lava);
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}
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}
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Queue<uint> Water = new Queue<uint>();
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const uint defWaterTick = 5u << tickShift;
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public void TickWater() {
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int count = Water.Count;
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for (int i = 0; i < count; i++) {
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int index;
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if (CheckItem(Water, out index)) {
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BlockID block = map.blocks[index];
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if (!(block == Block.Water || block == Block.StillWater)) continue;
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ActivateWater(index, block);
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}
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}
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}
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void ActivateWater(int index, BlockID block) {
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int x = index % width;
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int y = index / oneY; // posIndex / (width * length)
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int z = (index / width) % length;
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if (x > 0) PropagateWater(index - 1, x - 1, y, z);
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if (x < width - 1) PropagateWater(index + 1, x + 1, y, z);
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if (z > 0) PropagateWater(index - width, x, y, z - 1);
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if (z < length - 1) PropagateWater(index + width, x, y, z + 1);
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if (y > 0) PropagateWater(index - oneY, x, y - 1, z);
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}
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void PropagateWater(int posIndex, int x, int y, int z) {
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BlockID block = map.blocks[posIndex];
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if (block == Block.Lava || block == Block.StillLava) {
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game.UpdateBlock(x, y, z, Block.Stone);
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} else if (BlockInfo.Collide[block] == CollideType.Gas && block != Block.Rope) {
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// Sponge check
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for (int yy = (y < 2 ? 0 : y - 2); yy <= (y > maxWaterY ? maxY : y + 2); yy++)
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for (int zz = (z < 2 ? 0 : z - 2); zz <= (z > maxWaterZ ? maxZ : z + 2); zz++)
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for (int xx = (x < 2 ? 0 : x - 2); xx <= (x > maxWaterX ? maxX : x + 2); xx++)
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{
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block = map.blocks[(yy * length + zz) * width + xx];
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if (block == Block.Sponge) return;
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}
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Water.Enqueue(defWaterTick | (uint)posIndex);
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game.UpdateBlock(x, y, z, Block.Water);
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}
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}
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void PlaceSponge(int index, BlockID block) {
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int x = index % width;
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int y = index / oneY; // posIndex / (width * length)
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int z = (index / width) % length;
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for (int yy = y - 2; yy <= y + 2; yy++)
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for (int zz = z - 2; zz <= z + 2; zz++)
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for (int xx = x - 2; xx <= x + 2; xx++)
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{
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block = map.SafeGetBlock(xx, yy, zz);
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if (block == Block.Water || block == Block.StillWater)
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game.UpdateBlock(xx, yy, zz, Block.Air);
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}
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}
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void DeleteSponge(int index, BlockID block) {
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int x = index % width;
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int y = index / oneY; // posIndex / (width * length)
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int z = (index / width) % length;
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for (int yy = y - 3; yy <= y + 3; yy++)
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for (int zz = z - 3; zz <= z + 3; zz++)
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for (int xx = x - 3; xx <= x + 3; xx++)
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{
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if (Math.Abs(yy - y) == 3 || Math.Abs(zz - z) == 3 || Math.Abs(xx - x) == 3) {
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if (!map.IsValidPos(xx, yy, zz)) continue;
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index = xx + width * (zz + yy * length);
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block = map.blocks[index];
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if (block == Block.Water || block == Block.StillWater)
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Water.Enqueue((1u << tickShift) | (uint)index);
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}
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}
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}
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}
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} |