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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
fluid multiplies themselves ?!
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@@ -13,8 +13,13 @@ object Fluid {
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val WATER = FluidType(1)
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val STATIC_WATER = FluidType(-1)
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val LAVA = FluidType(2)
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val STATIC_LAVA = FluidType(-2)
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val fluidTilesRange = 4094..4095 // MANUAL UPDATE
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val fluidRange = 1..2 // MANUAL UPDATE
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fun getFluidTileFrom(type: FluidType) = GameWorld.TILES_SUPPORTED - type.abs()
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private val fluidTilesRange = 4094..4095
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fun isThisTileFluid(tileid: Int) = tileid in fluidTilesRange
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}
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@@ -380,7 +380,7 @@ open class GameWorld {
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else {
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//printdbg(this, "> Setting nonzero ($fill) on ($x,$y)")
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setTileTerrain(x, y, Block.WATER) // this function alters fluid list, must be called first // TODO fluidType aware
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setTileTerrain(x, y, fluidTypeToBlock(fluidType)) // this function alters fluid list, must be called first // TODO fluidType aware
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fluidTypes[addr] = fluidType
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fluidFills[addr] = fill
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}
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@@ -401,6 +401,12 @@ open class GameWorld {
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return if (type == null) FluidInfo(Fluid.NULL, 0f) else FluidInfo(type, fill!!)
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}
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private fun fluidTypeToBlock(type: FluidType) = when (type.abs()) {
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Fluid.NULL.value -> Block.AIR
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in Fluid.fluidRange -> GameWorld.TILES_SUPPORTED - type.abs()
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else -> throw IllegalArgumentException("Unsupported fluid type: $type")
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}
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data class FluidInfo(val type: FluidType, val amount: Float) {
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override fun toString() = "Fluid type: ${type.value}, amount: $amount"
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}
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@@ -2,7 +2,6 @@ package net.torvald.terrarum.modulebasegame.gameworld
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import com.badlogic.gdx.graphics.Color
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import net.torvald.terrarum.AppLoader
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.roundInt
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@@ -80,34 +79,7 @@ object WorldSimulator {
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makeFluidMapFromWorld()
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simCompression()
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/*for (y in 1 until fluidMap.size - 1) {
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for (x in 1 until fluidMap[0].size - 1) {
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val worldX = x + updateXFrom
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val worldY = y + updateYFrom
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/*if (worldX == 60 && worldY == 256) {
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printdbg(this, "tile: ${world.getTileFromTerrain(worldX, worldY)}, isSolid = ${isSolid(worldX, worldY)}")
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}*/
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if (isSolid(worldX, worldY)) continue
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val remainingMass = fluidMap[y][x]
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val remainingType = fluidTypeMap[y][x]
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if (remainingMass != 0f && remainingType == Fluid.NULL) throw InternalError("wtf? (Type: $remainingType, fill: $remainingMass)")
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/*if (worldX == 60 && worldY == 256) {
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printdbg(this, "remainimgMass: $remainingMass at ($worldX, $worldY)")
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}*/
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if (remainingMass == 0f) continue
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if (!isSolid(worldX, worldY + 1)) {
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fluidNewMap[y][x] -= remainingMass
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fluidNewMap[y + 1][x] += remainingMass
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fluidNewTypeMap[y + 1][x] = remainingType
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}
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}
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}*/
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//myFluidSim()
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if (AppLoader.IS_DEVELOPMENT_BUILD) {
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monitorIllegalFluidSetup() // non-air non-zero fluid is kinda inevitable
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@@ -117,23 +89,55 @@ object WorldSimulator {
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}
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fun isFlowable(type: FluidType, worldX: Int, worldY: Int): Boolean {
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val targetFluid = world.getFluid(worldX, worldY)
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val fluid = world.getFluid(worldX, worldY)
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val tile = world.getTileFromTerrain(worldX, worldY)
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// true if target's type is the same as mine, or it's NULL (air)
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return (targetFluid.type sameAs type || targetFluid.type sameAs Fluid.NULL)
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return ((fluid.type sameAs type || fluid.type sameAs Fluid.NULL) && !BlockCodex[tile].isSolid)
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}
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fun isSolid(worldX: Int, worldY: Int): Boolean {
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val tile = world.getTileFromTerrain(worldX, worldY)
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if (tile != Block.WATER) {
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// check for block properties isSolid
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return BlockCodex[tile].isSolid
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}
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else {
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// check for fluid
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val fluid = world.getFluid(worldX, worldY)
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return (tile != Block.WATER && tile != Block.AIR && fluid.amount == 0f)
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}
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// no STATIC is implement yet, just return false
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return false
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private fun myFluidSim() {
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for (y in 1 until fluidMap.size - 1) {
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for (x in 1 until fluidMap[0].size - 1) {
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val worldX = x + updateXFrom
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val worldY = y + updateYFrom
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val remainingType = fluidTypeMap[y][x]
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if (!isFlowable(remainingType, worldX, worldY)) continue
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var remainingMass = fluidMap[y][x]
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var flow = 0f
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if (remainingMass != 0f && remainingType == Fluid.NULL) throw InternalError("wtf? (Type: $remainingType, fill: $remainingMass)")
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if (remainingMass == 0f) continue
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// move down
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if (isFlowable(remainingType, worldX, worldY + 1)) {
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//fluidNewMap[y][x] -= remainingMass
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//fluidNewMap[y + 1][x] += remainingMass
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//fluidNewTypeMap[y + 1][x] = remainingType
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flow = getStableStateB(remainingMass + fluidMap[y + 1][x]) - fluidMap[y + 1][x]
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if (flow > minFlow) {
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flow *= 0.5f // leads to smoother flow
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}
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flow.coerceIn(0f, minOf(maxSpeed, remainingMass))
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fluidNewMap[y][x] -= flow
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fluidNewMap[y + 1][x] += flow
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fluidNewTypeMap[y + 1][x] = remainingType
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remainingMass -= flow
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}
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if (remainingMass <= 0) continue
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}
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}
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}
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@@ -183,32 +187,31 @@ object WorldSimulator {
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private fun simCompression() {
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// before data: fluidMap/fluidTypeMap
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// after data: fluidNewMap/fluidNewTypeMap
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var flow = 0f
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var remainingMass = 0f
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var remainingType = Fluid.NULL
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// FIXME water doesn't disappear when they should
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// FIXME >as it turns out, fluid FUCKING MULTIPLIES themselves (wut D:)
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for (y in 1 until fluidMap.size - 1) {
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for (x in 1 until fluidMap[0].size - 1) {
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val worldX = x + updateXFrom
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val worldY = y + updateYFrom
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val remainingType = fluidTypeMap[y][x]
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// check solidity
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if (isSolid(worldX, worldY)) continue
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if (!isFlowable(remainingType, worldX, worldY)) continue
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// check if the fluid is a same kind
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//if (!isFlowable(type, worldX, worldY))) continue
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// Custom push-only flow
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flow = 0f
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remainingMass = fluidNewMap[y][x]
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remainingType = fluidNewTypeMap[y][x]
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var flow = 0f
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var remainingMass = fluidMap[y][x]
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//val remainingType = fluidTypeMap[y][x]
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if (remainingMass <= 0) continue
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// The block below this one
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if (!isSolid(worldX, worldY + 1)) { // TODO use isFlowable
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flow = getStableStateB(remainingMass + fluidNewMap[y + 1][x]) - fluidNewMap[y + 1][x]
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if (isFlowable(remainingType, worldX, worldY + 1)) { // TODO use isFlowable
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flow = getStableStateB(remainingMass + fluidMap[y + 1][x]) - fluidMap[y + 1][x]
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if (flow > minFlow) {
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flow *= 0.5f // leads to smoother flow
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}
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@@ -223,9 +226,9 @@ object WorldSimulator {
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if (remainingMass <= 0) continue
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// Left
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if (!isSolid(worldX - 1, worldY)) { // TODO use isFlowable
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if (isFlowable(remainingType, worldX - 1, worldY)) { // TODO use isFlowable
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// Equalise the amount fo water in this block and its neighbour
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flow = (fluidNewMap[y][x] - fluidNewMap[y][x - 1]) / 4f
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flow = (fluidMap[y][x] - fluidMap[y][x - 1]) / 4f
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if (flow > minFlow) {
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flow *= 0.5f
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}
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@@ -240,9 +243,9 @@ object WorldSimulator {
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if (remainingMass <= 0) continue
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// Right
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if (!isSolid(worldX + 1, worldY)) { // TODO use isFlowable
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if (isFlowable(remainingType, worldX + 1, worldY)) { // TODO use isFlowable
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// Equalise the amount fo water in this block and its neighbour
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flow = (fluidNewMap[y][x] - fluidNewMap[y][x + 1]) / 4f
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flow = (fluidMap[y][x] - fluidMap[y][x + 1]) / 4f
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if (flow > minFlow) {
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flow *= 0.5f
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}
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@@ -257,8 +260,8 @@ object WorldSimulator {
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if (remainingMass <= 0) continue
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// Up; only compressed water flows upwards
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if (!isSolid(worldX, worldY - 1)) { // TODO use isFlowable
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flow = remainingMass - getStableStateB(remainingMass + fluidNewMap[y - 1][x])
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/*if (isFlowable(remainingType, worldX, worldY - 1)) { // TODO use isFlowable
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flow = remainingMass - getStableStateB(remainingMass + fluidMap[y - 1][x])
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if (flow > minFlow) {
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flow *= 0.5f
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}
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@@ -268,11 +271,12 @@ object WorldSimulator {
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fluidNewMap[y - 1][x] += flow
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fluidNewTypeMap[y - 1][x] = remainingType
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remainingMass -= flow
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}
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}*/
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}
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}
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}
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/**
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@@ -431,7 +431,7 @@ internal object BlocksDrawer {
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// atlas. IngameRenderer must be modified so that fluid-draw call is separated from drawing tiles.
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// The MUL draw mode can be removed from this (it turns out drawing tinted glass is tricky because of
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// the window frame which should NOT be MUL'd)
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val for_y_start = (WorldCamera.y.toFloat() / TILE_SIZE).floorInt()
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val for_y_end = for_y_start + tilesBuffer.height - 1
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