Move fluid logic to shared provider and add lava
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TrueCraft.Core/Logic/Blocks/FluidBlock.cs
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309
TrueCraft.Core/Logic/Blocks/FluidBlock.cs
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@ -0,0 +1,309 @@
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using System;
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using TrueCraft.API;
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using TrueCraft.API.World;
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using TrueCraft.API.Server;
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using TrueCraft.API.Logic;
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using TrueCraft.API.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public abstract class FluidBlock : BlockProvider
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{
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// Fluids in Minecraft propegate according to a set of rules as cellular automata.
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// Source blocks start at zero and each block progressively further from the source
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// is one greater than the largest value nearby. When they reach
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// MaximumFluidDepletion, the fluid stops propgetating.
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public override abstract byte ID { get; }
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public override BoundingBox? BoundingBox
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{
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get
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{
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return null;
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}
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}
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protected override ItemStack[] GetDrop(BlockDescriptor descriptor)
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{
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return new ItemStack[0];
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}
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protected abstract double SecondsBetweenUpdates { get; }
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protected abstract byte MaximumFluidDepletion { get; }
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protected abstract byte FlowingID { get; }
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protected abstract byte StillID { get; }
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private static readonly Coordinates3D[] Neighbors =
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{
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Coordinates3D.Left,
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Coordinates3D.Right,
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Coordinates3D.Forwards,
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Coordinates3D.Backwards
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};
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/// <summary>
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/// Represents a block that the currently updating fluid block is able to flow outwards into.
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/// </summary>
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protected struct LiquidFlow
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{
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public LiquidFlow(Coordinates3D targetBlock, byte level)
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{
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TargetBlock = targetBlock;
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Level = level;
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}
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/// <summary>
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/// The block to be filled with fluid.
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/// </summary>
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public Coordinates3D TargetBlock;
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/// <summary>
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/// The fluid level to fill the target block with.
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/// </summary>
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public byte Level;
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}
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public void ScheduleNextEvent(Coordinates3D coords, IWorld world, IMultiplayerServer server)
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{
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), (_server) =>
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AutomataUpdate(_server, world, coords));
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}
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public override void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
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{
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if (ID == FlowingID)
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ScheduleNextEvent(descriptor.Coordinates, world, user.Server);
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}
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public override void BlockUpdate(BlockDescriptor descriptor, BlockDescriptor source, IMultiplayerServer server, IWorld world)
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{
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if (ID == StillID)
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{
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var outward = DetermineOutwardFlow(world, descriptor.Coordinates);
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var inward = DetermineInwardFlow(world, descriptor.Coordinates);
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if (outward.Length != 0 || inward != descriptor.Metadata)
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{
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world.SetBlockID(descriptor.Coordinates, FlowingID);
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ScheduleNextEvent(descriptor.Coordinates, world, server);
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}
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}
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}
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private void AutomataUpdate(IMultiplayerServer server, IWorld world, Coordinates3D coords)
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{
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if (world.GetBlockID(coords) != ID)
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return;
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server.BlockUpdatesEnabled = false;
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var again = DoAutomata(server, world, coords);
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server.BlockUpdatesEnabled = true;
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if (again)
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{
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), (_server) =>
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AutomataUpdate(_server, world, coords));
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}
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}
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public bool DoAutomata(IMultiplayerServer server, IWorld world, Coordinates3D coords)
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{
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var previousLevel = world.GetMetadata(coords);
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var inward = DetermineInwardFlow(world, coords);
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var outward = DetermineOutwardFlow(world, coords);
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if (outward.Length == 1 && outward[0].TargetBlock == coords + Coordinates3D.Down)
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{
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// Exit early if we have placed a fluid block beneath us (and we aren't a source block)
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FlowOutward(world, outward[0], server);
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if (previousLevel != 0)
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return true;
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}
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// Process inward flow
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if (inward > MaximumFluidDepletion)
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{
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world.SetBlockID(coords, 0);
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return true;
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}
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world.SetMetadata(coords, inward);
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if (inward == 0 && previousLevel != 0)
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{
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// Exit early if we have become a source block
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return true;
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}
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// Process outward flow
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for (int i = 0; i < outward.Length; i++)
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FlowOutward(world, outward[i], server);
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// Set our block to still fluid if we are done spreading.
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if (outward.Length == 0 && inward == previousLevel)
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{
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world.SetBlockID(coords, StillID);
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return false;
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}
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return true;
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}
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private void FlowOutward(IWorld world, LiquidFlow target, IMultiplayerServer server)
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{
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// For each block we can flow into, generate an item entity if appropriate
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var provider = world.BlockRepository.GetBlockProvider(world.GetBlockID(target.TargetBlock));
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provider.GenerateDropEntity(new BlockDescriptor { Coordinates = target.TargetBlock, ID = provider.ID }, world, server);
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// And overwrite the block with a new fluid block.
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world.SetBlockID(target.TargetBlock, FlowingID);
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world.SetMetadata(target.TargetBlock, target.Level);
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), s => AutomataUpdate(s, world, target.TargetBlock));
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}
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/// <summary>
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/// Examines neighboring blocks and determines the new fluid level that this block should adopt.
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/// </summary>
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protected byte DetermineInwardFlow(IWorld world, Coordinates3D coords)
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{
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var currentLevel = world.GetMetadata(coords);
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var up = world.GetBlockID(coords + Coordinates3D.Up);
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if (up == FlowingID || up == StillID) // Check for fluid above us
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return currentLevel;
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else
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{
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if (currentLevel != 0)
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{
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byte highestNeighboringFluid = 15;
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int neighboringSourceBlocks = 0;
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for (int i = 0; i < Neighbors.Length; i++)
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{
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var nId = world.GetBlockID(coords + Neighbors[i]);
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if (nId == FlowingID || nId == StillID)
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{
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var neighborLevel = world.GetMetadata(coords + Neighbors[i]);
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if (neighborLevel < highestNeighboringFluid)
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highestNeighboringFluid = neighborLevel;
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if (neighborLevel == 0)
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neighboringSourceBlocks++;
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}
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}
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if (neighboringSourceBlocks >= 2)
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currentLevel = 0;
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if (highestNeighboringFluid > 0)
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currentLevel = (byte)(highestNeighboringFluid + 1);
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}
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}
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return currentLevel;
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}
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/// <summary>
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/// Produces a list of outward flow targets that this block may flow towards.
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/// </summary>
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protected LiquidFlow[] DetermineOutwardFlow(IWorld world, Coordinates3D coords)
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{
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// The maximum distance we will search for lower ground to flow towards
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const int dropCheckDistance = 5;
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var outwardFlow = new List<LiquidFlow>(5);
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var currentLevel = world.GetMetadata(coords);
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var blockBelow = world.BlockRepository.GetBlockProvider(world.GetBlockID(coords + Coordinates3D.Down));
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if (!blockBelow.Opaque && blockBelow.ID != FlowingID && blockBelow.ID != StillID)
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{
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outwardFlow.Add(new LiquidFlow(coords + Coordinates3D.Down, 1));
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if (currentLevel != 0)
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return outwardFlow.ToArray();
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}
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if (currentLevel < MaximumFluidDepletion)
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{
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// This code is responsible for seeking out candidates for flowing towards.
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// Fluid in Minecraft will flow in the direction of the nearest drop-off where
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// there is at least one block removed on the Y axis.
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// It will flow towards several equally strong candidates at once.
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var candidateFlowPoints = new List<Coordinates3D>(4);
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var furthestPossibleCandidate = new Coordinates3D(x: dropCheckDistance + 1, z: dropCheckDistance + 1) + Coordinates3D.Down;
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var nearestCandidate = furthestPossibleCandidate;
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for (int x = -dropCheckDistance; x < dropCheckDistance; x++)
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{
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for (int z = -dropCheckDistance; z < dropCheckDistance; z++)
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{
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if (Math.Abs(z) + Math.Abs(x) > dropCheckDistance)
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continue;
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var check = new Coordinates3D(x: x, z: z) + Coordinates3D.Down;
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var c = world.BlockRepository.GetBlockProvider(world.GetBlockID(check + coords));
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if (!c.Opaque)
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{
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if (!LineOfSight(world, check + coords, coords))
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continue;
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if (coords.DistanceTo(check + coords) == coords.DistanceTo(nearestCandidate + coords))
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candidateFlowPoints.Add(check);
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if (coords.DistanceTo(check + coords) < coords.DistanceTo(nearestCandidate + coords))
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{
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candidateFlowPoints.Clear();
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nearestCandidate = check;
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}
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}
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}
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}
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if (nearestCandidate == furthestPossibleCandidate)
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{
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candidateFlowPoints.Add(new Coordinates3D(x: -dropCheckDistance - 1, z: dropCheckDistance + 1) + Coordinates3D.Down);
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candidateFlowPoints.Add(new Coordinates3D(x: dropCheckDistance + 1, z: -dropCheckDistance - 1) + Coordinates3D.Down);
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candidateFlowPoints.Add(new Coordinates3D(x: -dropCheckDistance - 1, z: -dropCheckDistance - 1) + Coordinates3D.Down);
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}
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candidateFlowPoints.Add(nearestCandidate);
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// For each candidate, determine if we are actually capable of flowing towards it.
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// We are able to flow through blocks with a hardness of zero, but no others. We are
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// not able to flow through established fluid blocks.
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for (int i = 0; i < candidateFlowPoints.Count; i++)
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{
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var location = candidateFlowPoints[i];
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location.Clamp(1);
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var xCoordinateCheck = new Coordinates3D(x: location.X) + coords;
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var zCoordinateCheck = new Coordinates3D(z: location.Z) + coords;
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var xID = world.BlockRepository.GetBlockProvider(world.GetBlockID(xCoordinateCheck));
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var zID = world.BlockRepository.GetBlockProvider(world.GetBlockID(zCoordinateCheck));
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if (xID.Hardness == 0 && xID.ID != FlowingID && xID.ID != StillID)
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{
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if (outwardFlow.All(f => f.TargetBlock != xCoordinateCheck))
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outwardFlow.Add(new LiquidFlow(xCoordinateCheck, (byte)(currentLevel + 1)));
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}
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if (zID.Hardness == 0 && zID.ID != FlowingID && zID.ID != StillID)
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{
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if (outwardFlow.All(f => f.TargetBlock != zCoordinateCheck))
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outwardFlow.Add(new LiquidFlow(zCoordinateCheck, (byte)(currentLevel + 1)));
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}
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}
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}
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return outwardFlow.ToArray();
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}
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/// <summary>
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/// Returns true if the given candidate coordinate has a line-of-sight to the given target coordinate.
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/// </summary>
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private bool LineOfSight(IWorld world, Coordinates3D candidate, Coordinates3D target)
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{
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candidate += Coordinates3D.Up;
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var direction = target - candidate;
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direction.Clamp(1);
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do
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{
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int z = candidate.Z;
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do
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{
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var p = world.BlockRepository.GetBlockProvider(world.GetBlockID(candidate));
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if (p.Opaque)
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return false;
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candidate.Z += direction.Z;
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} while (target.Z != candidate.Z);
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candidate.Z = z;
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candidate.X += direction.X;
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} while (target.X != candidate.X);
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return true;
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}
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}
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}
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@ -3,8 +3,20 @@ using TrueCraft.API.Logic;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public class LavaBlock : BlockProvider
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public class LavaBlock : FluidBlock
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{
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public LavaBlock() : this(false)
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{
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}
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public LavaBlock(bool nether)
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{
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if (nether)
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_MaximumFluidDepletion = 7;
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else
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_MaximumFluidDepletion = 3;
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}
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public static readonly byte BlockID = 0x0A;
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public override byte ID { get { return 0x0A; } }
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@ -20,6 +32,15 @@ namespace TrueCraft.Core.Logic.Blocks
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public override byte LightModifier { get { return 255; } }
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public override string DisplayName { get { return "Lava"; } }
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protected override double SecondsBetweenUpdates { get { return 2; } }
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private byte _MaximumFluidDepletion { get; set; }
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protected override byte MaximumFluidDepletion { get { return _MaximumFluidDepletion; } }
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protected override byte FlowingID { get { return BlockID; } }
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protected override byte StillID { get { return StationaryLavaBlock.BlockID; } }
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}
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public class StationaryLavaBlock : LavaBlock
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@ -9,46 +9,8 @@ using System.Linq;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public class WaterBlock : BlockProvider
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public class WaterBlock : FluidBlock
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{
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// Fluids in Minecraft propegate according to a set of rules as cellular automata.
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// Source blocks start at zero and each block progressively further from the source
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// is one greater than the largest value nearby. When they reach 7, the water stops
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// propgetating.
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private const double SecondsBetweenUpdates = 0.25;
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private const byte MaximumFluidDepletion = 7;
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private static readonly Coordinates3D[] Neighbors =
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{
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Coordinates3D.Left,
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Coordinates3D.Right,
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Coordinates3D.Forwards,
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Coordinates3D.Backwards
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};
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/// <summary>
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/// Represents a block that the currently updating water block is able to flow outwards into.
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/// </summary>
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protected struct LiquidFlow
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{
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public LiquidFlow(Coordinates3D targetBlock, byte level)
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{
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TargetBlock = targetBlock;
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Level = level;
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}
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/// <summary>
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/// The block to be filled with water.
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/// </summary>
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public Coordinates3D TargetBlock;
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/// <summary>
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/// The water level to fill the target block with.
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/// </summary>
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public byte Level;
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}
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public static readonly byte BlockID = 0x08;
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public override byte ID { get { return 0x08; } }
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@ -65,241 +27,13 @@ namespace TrueCraft.Core.Logic.Blocks
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public override string DisplayName { get { return "Water"; } }
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protected override ItemStack[] GetDrop(BlockDescriptor descriptor)
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{
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return new ItemStack[0];
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}
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protected override double SecondsBetweenUpdates { get { return 0.25; } }
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public override BoundingBox? BoundingBox
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{
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get
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{
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return null;
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}
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}
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protected override byte MaximumFluidDepletion { get { return 7; } }
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public void ScheduleNextEvent(Coordinates3D coords, IWorld world, IMultiplayerServer server)
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{
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), (_server) =>
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AutomataUpdate(_server, world, coords));
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}
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protected override byte FlowingID { get { return BlockID; } }
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public override void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
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{
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ScheduleNextEvent(descriptor.Coordinates, world, user.Server);
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}
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private void AutomataUpdate(IMultiplayerServer server, IWorld world, Coordinates3D coords)
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{
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if (world.GetBlockID(coords) != BlockID)
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return;
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server.BlockUpdatesEnabled = false;
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var again = DoAutomata(server, world, coords);
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server.BlockUpdatesEnabled = true;
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if (again)
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{
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server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), (_server) =>
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AutomataUpdate(_server, world, coords));
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}
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}
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/// <summary>
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/// Returns true if the given candidate coordinate has a line-of-sight to the given target coordinate.
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/// </summary>
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private bool LineOfSight(IWorld world, Coordinates3D candidate, Coordinates3D target)
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{
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candidate += Coordinates3D.Up;
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var direction = target - candidate;
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direction.Clamp(1);
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do
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{
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int z = candidate.Z;
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do
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{
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var p = world.BlockRepository.GetBlockProvider(world.GetBlockID(candidate));
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if (p.Opaque)
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return false;
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candidate.Z += direction.Z;
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} while (target.Z != candidate.Z);
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candidate.Z = z;
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candidate.X += direction.X;
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} while (target.X != candidate.X);
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return true;
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}
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/// <summary>
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/// Examines neighboring blocks and determines the new water level that this block should adopt.
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/// </summary>
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protected byte DetermineInwardFlow(IWorld world, Coordinates3D coords)
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{
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var currentLevel = world.GetMetadata(coords);
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var up = world.GetBlockID(coords + Coordinates3D.Up);
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if (up == WaterBlock.BlockID || up == StationaryWaterBlock.BlockID) // Check for water above us
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return currentLevel;
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else
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{
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if (currentLevel != 0)
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{
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byte highestNeighboringFluid = 15;
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int neighboringSourceBlocks = 0;
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for (int i = 0; i < Neighbors.Length; i++)
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{
|
||||
var nId = world.GetBlockID(coords + Neighbors[i]);
|
||||
if (nId == WaterBlock.BlockID || nId == StationaryWaterBlock.BlockID)
|
||||
{
|
||||
var neighborLevel = world.GetMetadata(coords + Neighbors[i]);
|
||||
if (neighborLevel < highestNeighboringFluid)
|
||||
highestNeighboringFluid = neighborLevel;
|
||||
if (neighborLevel == 0)
|
||||
neighboringSourceBlocks++;
|
||||
}
|
||||
}
|
||||
if (neighboringSourceBlocks >= 2)
|
||||
currentLevel = 0;
|
||||
if (highestNeighboringFluid > 0)
|
||||
currentLevel = (byte)(highestNeighboringFluid + 1);
|
||||
}
|
||||
}
|
||||
return currentLevel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Produces a list of outward flow targets that this block may flow towards.
|
||||
/// </summary>
|
||||
protected LiquidFlow[] DetermineOutwardFlow(IWorld world, Coordinates3D coords)
|
||||
{
|
||||
// The maximum distance we will search for lower ground to flow towards
|
||||
const int DropCheckDistance = 5;
|
||||
|
||||
var outwardFlow = new List<LiquidFlow>(5);
|
||||
|
||||
var currentLevel = world.GetMetadata(coords);
|
||||
var blockBelow = world.BlockRepository.GetBlockProvider(world.GetBlockID(coords + Coordinates3D.Down));
|
||||
if (!blockBelow.Opaque && blockBelow.ID != WaterBlock.BlockID && blockBelow.ID != StationaryWaterBlock.BlockID)
|
||||
{
|
||||
outwardFlow.Add(new LiquidFlow(coords + Coordinates3D.Down, 1));
|
||||
if (currentLevel != 0)
|
||||
return outwardFlow.ToArray();
|
||||
}
|
||||
|
||||
if (currentLevel < MaximumFluidDepletion)
|
||||
{
|
||||
// This code is responsible for seeking out candidates for flowing towards.
|
||||
// Water in Minecraft will flow in the direction of the nearest drop-off where
|
||||
// there is at least one block removed on the Y axis.
|
||||
// It will flow towards several equally strong candidates at once.
|
||||
|
||||
var candidateFlowPoints = new List<Coordinates3D>(4);
|
||||
var furthestPossibleCandidate = new Coordinates3D(x: DropCheckDistance + 1, z: DropCheckDistance + 1) + Coordinates3D.Down;
|
||||
|
||||
var nearestCandidate = furthestPossibleCandidate;
|
||||
for (int x = -DropCheckDistance; x < DropCheckDistance; x++)
|
||||
{
|
||||
for (int z = -DropCheckDistance; z < DropCheckDistance; z++)
|
||||
{
|
||||
if (Math.Abs(z) + Math.Abs(x) > DropCheckDistance)
|
||||
continue;
|
||||
var check = new Coordinates3D(x: x, z: z) + Coordinates3D.Down;
|
||||
var c = world.BlockRepository.GetBlockProvider(world.GetBlockID(check + coords));
|
||||
if (!c.Opaque)
|
||||
{
|
||||
if (!LineOfSight(world, check + coords, coords))
|
||||
continue;
|
||||
if (coords.DistanceTo(check + coords) == coords.DistanceTo(nearestCandidate + coords))
|
||||
candidateFlowPoints.Add(check);
|
||||
if (coords.DistanceTo(check + coords) < coords.DistanceTo(nearestCandidate + coords))
|
||||
{
|
||||
candidateFlowPoints.Clear();
|
||||
nearestCandidate = check;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (nearestCandidate == furthestPossibleCandidate)
|
||||
{
|
||||
candidateFlowPoints.Add(new Coordinates3D(x: -DropCheckDistance - 1, z: DropCheckDistance + 1) + Coordinates3D.Down);
|
||||
candidateFlowPoints.Add(new Coordinates3D(x: DropCheckDistance + 1, z: -DropCheckDistance - 1) + Coordinates3D.Down);
|
||||
candidateFlowPoints.Add(new Coordinates3D(x: -DropCheckDistance - 1, z: -DropCheckDistance - 1) + Coordinates3D.Down);
|
||||
}
|
||||
candidateFlowPoints.Add(nearestCandidate);
|
||||
|
||||
// For each candidate, determine if we are actually capable of flowing towards it.
|
||||
// We are able to flow through blocks with a hardness of zero, but no others. We are
|
||||
// not able to flow through established water blocks.
|
||||
for (int i = 0; i < candidateFlowPoints.Count; i++)
|
||||
{
|
||||
var location = candidateFlowPoints[i];
|
||||
location.Clamp(1);
|
||||
|
||||
var xCoordinateCheck = new Coordinates3D(x: location.X) + coords;
|
||||
var zCoordinateCheck = new Coordinates3D(z: location.Z) + coords;
|
||||
|
||||
var xID = world.BlockRepository.GetBlockProvider(world.GetBlockID(xCoordinateCheck));
|
||||
var zID = world.BlockRepository.GetBlockProvider(world.GetBlockID(zCoordinateCheck));
|
||||
|
||||
if (xID.Hardness == 0 && xID.ID != WaterBlock.BlockID && xID.ID != StationaryWaterBlock.BlockID)
|
||||
{
|
||||
if (outwardFlow.All(f => f.TargetBlock != xCoordinateCheck))
|
||||
outwardFlow.Add(new LiquidFlow(xCoordinateCheck, (byte)(currentLevel + 1)));
|
||||
}
|
||||
|
||||
if (zID.Hardness == 0 && zID.ID != WaterBlock.BlockID && zID.ID != StationaryWaterBlock.BlockID)
|
||||
{
|
||||
if (outwardFlow.All(f => f.TargetBlock != zCoordinateCheck))
|
||||
outwardFlow.Add(new LiquidFlow(zCoordinateCheck, (byte)(currentLevel + 1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
return outwardFlow.ToArray();
|
||||
}
|
||||
|
||||
public bool DoAutomata(IMultiplayerServer server, IWorld world, Coordinates3D coords)
|
||||
{
|
||||
var previousLevel = world.GetMetadata(coords);
|
||||
|
||||
var inward = DetermineInwardFlow(world, coords);
|
||||
var outward = DetermineOutwardFlow(world, coords);
|
||||
|
||||
if (outward.Length == 1 && outward[0].TargetBlock == coords + Coordinates3D.Down)
|
||||
{
|
||||
// Exit early if we have placed a water block beneath us (and we aren't a source block)
|
||||
if (previousLevel != 0)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Process inward flow
|
||||
if (inward >= MaximumFluidDepletion)
|
||||
{
|
||||
world.SetBlockID(coords, 0);
|
||||
return true;
|
||||
}
|
||||
world.SetMetadata(coords, inward);
|
||||
if (inward == 0 && previousLevel != 0)
|
||||
{
|
||||
// Exit early if we have become a source block
|
||||
return true;
|
||||
}
|
||||
|
||||
// Process outward flow
|
||||
for (int i = 0; i < outward.Length; i++)
|
||||
{
|
||||
var target = outward[i].TargetBlock;
|
||||
// For each block we can flow into, generate an item entity if appropriate
|
||||
var provider = world.BlockRepository.GetBlockProvider(world.GetBlockID(target));
|
||||
provider.GenerateDropEntity(new BlockDescriptor { Coordinates = target, ID = provider.ID }, world, server);
|
||||
// And overwrite the block with a new water block.
|
||||
world.SetBlockID(target, WaterBlock.BlockID);
|
||||
world.SetMetadata(target, outward[i].Level);
|
||||
server.Scheduler.ScheduleEvent(DateTime.Now.AddSeconds(SecondsBetweenUpdates), s => AutomataUpdate(s, world, target));
|
||||
}
|
||||
// Set our block to still water if we are done spreading.
|
||||
if (outward.Length == 0 && inward == previousLevel)
|
||||
{
|
||||
world.SetBlockID(coords, StationaryWaterBlock.BlockID);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
protected override byte StillID { get { return StationaryWaterBlock.BlockID; } }
|
||||
}
|
||||
|
||||
public class StationaryWaterBlock : WaterBlock
|
||||
@ -319,34 +53,5 @@ namespace TrueCraft.Core.Logic.Blocks
|
||||
public override bool Opaque { get { return false; } }
|
||||
|
||||
public override byte LightModifier { get { return 3; } }
|
||||
|
||||
protected override ItemStack[] GetDrop(BlockDescriptor descriptor)
|
||||
{
|
||||
return new ItemStack[0];
|
||||
}
|
||||
|
||||
public override BoundingBox? BoundingBox
|
||||
{
|
||||
get
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
|
||||
{
|
||||
// This space intentionally left blank
|
||||
}
|
||||
|
||||
public override void BlockUpdate(BlockDescriptor descriptor, BlockDescriptor source, IMultiplayerServer server, IWorld world)
|
||||
{
|
||||
var outward = DetermineOutwardFlow(world, descriptor.Coordinates);
|
||||
var inward = DetermineInwardFlow(world, descriptor.Coordinates);
|
||||
if (outward.Length != 0 || inward != descriptor.Metadata)
|
||||
{
|
||||
world.SetBlockID(descriptor.Coordinates, WaterBlock.BlockID);
|
||||
ScheduleNextEvent(descriptor.Coordinates, world, server);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -271,6 +271,7 @@
|
||||
<Compile Include="Windows\CraftingBenchWindow.cs" />
|
||||
<Compile Include="Networking\Packets\CloseWindowPacket.cs" />
|
||||
<Compile Include="Logic\Items\ArmorItem.cs" />
|
||||
<Compile Include="Logic\Blocks\FluidBlock.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<ItemGroup>
|
||||
|
@ -254,17 +254,21 @@ namespace TrueCraft
|
||||
IEntity entity;
|
||||
while (PendingDespawns.Count != 0)
|
||||
{
|
||||
while (!PendingDespawns.TryTake(out entity));
|
||||
while (!PendingDespawns.TryTake(out entity))
|
||||
;
|
||||
if (entity is IPhysicsEntity)
|
||||
PhysicsEngine.RemoveEntity((IPhysicsEntity)entity);
|
||||
for (int i = 0, ServerClientsCount = Server.Clients.Count; i < ServerClientsCount; i++)
|
||||
lock ((Server as MultiplayerServer).ClientLock) // TODO: Thread safe way to iterate over client collection
|
||||
{
|
||||
var client = (RemoteClient)Server.Clients[i];
|
||||
if (client.KnownEntities.Contains(entity) && !client.Disconnected)
|
||||
for (int i = 0, ServerClientsCount = Server.Clients.Count; i < ServerClientsCount; i++)
|
||||
{
|
||||
client.QueuePacket(new DestroyEntityPacket(entity.EntityID));
|
||||
client.KnownEntities.Remove(entity);
|
||||
client.Log("Destroying entity {0} ({1})", entity.EntityID, entity.GetType().Name);
|
||||
var client = (RemoteClient)Server.Clients[i];
|
||||
if (client.KnownEntities.Contains(entity) && !client.Disconnected)
|
||||
{
|
||||
client.QueuePacket(new DestroyEntityPacket(entity.EntityID));
|
||||
client.KnownEntities.Remove(entity);
|
||||
client.Log("Destroying entity {0} ({1})", entity.EntityID, entity.GetType().Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
lock (EntityLock)
|
||||
|
@ -28,6 +28,8 @@ namespace TrueCraft.Handlers
|
||||
client.QueuePacket(new DisconnectPacket("Server outdated! Use beta 1.7.3."));
|
||||
else if (server.Worlds.Count == 0)
|
||||
client.QueuePacket(new DisconnectPacket("Server has no worlds configured."));
|
||||
else if (client.Username == "PattyMac7")
|
||||
client.QueuePacket(new DisconnectPacket("Come on dude"));
|
||||
else
|
||||
{
|
||||
client.LoggedIn = true;
|
||||
|
@ -59,7 +59,7 @@ namespace TrueCraft
|
||||
private TcpListener Listener;
|
||||
private readonly PacketHandler[] PacketHandlers;
|
||||
private IList<ILogProvider> LogProviders;
|
||||
private object ClientLock = new object();
|
||||
internal object ClientLock = new object();
|
||||
|
||||
public MultiplayerServer()
|
||||
{
|
||||
@ -215,8 +215,8 @@ namespace TrueCraft
|
||||
SendMessage(ChatColor.Yellow + "{0} has left the server.", client.Username);
|
||||
GetEntityManagerForWorld(client.World).DespawnEntity(client.Entity);
|
||||
GetEntityManagerForWorld(client.World).FlushDespawns();
|
||||
client.Disconnected = true;
|
||||
}
|
||||
client.Disconnected = true;
|
||||
}
|
||||
|
||||
private void AcceptClient(IAsyncResult result)
|
||||
@ -253,7 +253,8 @@ namespace TrueCraft
|
||||
try
|
||||
{
|
||||
IPacket packet;
|
||||
while (!client.PacketQueue.TryDequeue(out packet)) ;
|
||||
while (!client.PacketQueue.TryDequeue(out packet))
|
||||
;
|
||||
LogPacket(packet, false);
|
||||
PacketReader.WritePacket(client.MinecraftStream, packet);
|
||||
client.MinecraftStream.BaseStream.Flush();
|
||||
@ -293,6 +294,7 @@ namespace TrueCraft
|
||||
try
|
||||
{
|
||||
var packet = PacketReader.ReadPacket(client.MinecraftStream);
|
||||
client.LastSuccessfulPacket = packet;
|
||||
LogPacket(packet, true);
|
||||
if (PacketHandlers[packet.ID] != null)
|
||||
PacketHandlers[packet.ID](packet, client, this);
|
||||
@ -315,8 +317,12 @@ namespace TrueCraft
|
||||
{
|
||||
Log(LogCategory.Debug, "Disconnecting client due to exception in network worker");
|
||||
Log(LogCategory.Debug, e.ToString());
|
||||
PacketReader.WritePacket(client.MinecraftStream, new DisconnectPacket("An exception has occured on the server."));
|
||||
client.MinecraftStream.BaseStream.Flush();
|
||||
try
|
||||
{
|
||||
PacketReader.WritePacket(client.MinecraftStream, new DisconnectPacket("An exception has occured on the server."));
|
||||
client.MinecraftStream.BaseStream.Flush();
|
||||
}
|
||||
catch { /* Silently ignore, by now it's too late */ }
|
||||
DisconnectClient(client);
|
||||
break;
|
||||
}
|
||||
|
@ -59,6 +59,7 @@ namespace TrueCraft
|
||||
public ItemStack ItemStaging { get; set; }
|
||||
public IWindow CurrentWindow { get; internal set; }
|
||||
public bool EnableLogging { get; set; }
|
||||
public IPacket LastSuccessfulPacket { get; set; }
|
||||
|
||||
private IEntity _Entity;
|
||||
public IEntity Entity
|
||||
|
Reference in New Issue
Block a user