package net.minecraft.block; import java.util.Random; import net.minecraft.block.material.Material; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockFlowing extends BlockFluid { /** * Number of horizontally adjacent liquid source blocks. Diagonal doesn't count. Only source blocks of the same * liquid as the block using the field are counted. */ int numAdjacentSources = 0; /** * Indicates whether the flow direction is optimal. Each array index corresponds to one of the four cardinal * directions. */ boolean[] isOptimalFlowDirection = new boolean[4]; /** * The estimated cost to flow in a given direction from the current point. Each array index corresponds to one of * the four cardinal directions. */ int[] flowCost = new int[4]; protected BlockFlowing(int par1, Material par2Material) { super(par1, par2Material); } /** * Updates the flow for the BlockFlowing object. */ private void updateFlow(World par1World, int par2, int par3, int par4) { int var5 = par1World.getBlockMetadata(par2, par3, par4); par1World.setBlockAndMetadata(par2, par3, par4, this.blockID + 1, var5); par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4); } public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { return this.blockMaterial != Material.lava; } /** * Ticks the block if it's been scheduled */ public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { int var6 = this.getFlowDecay(par1World, par2, par3, par4); byte var7 = 1; if (this.blockMaterial == Material.lava && !par1World.provider.isHellWorld) { var7 = 2; } boolean var8 = true; int var10; if (var6 > 0) { byte var9 = -100; this.numAdjacentSources = 0; int var12 = this.getSmallestFlowDecay(par1World, par2 - 1, par3, par4, var9); var12 = this.getSmallestFlowDecay(par1World, par2 + 1, par3, par4, var12); var12 = this.getSmallestFlowDecay(par1World, par2, par3, par4 - 1, var12); var12 = this.getSmallestFlowDecay(par1World, par2, par3, par4 + 1, var12); var10 = var12 + var7; if (var10 >= 8 || var12 < 0) { var10 = -1; } if (this.getFlowDecay(par1World, par2, par3 + 1, par4) >= 0) { int var11 = this.getFlowDecay(par1World, par2, par3 + 1, par4); if (var11 >= 8) { var10 = var11; } else { var10 = var11 + 8; } } if (this.numAdjacentSources >= 2 && this.blockMaterial == Material.water) { if (par1World.getBlockMaterial(par2, par3 - 1, par4).isSolid()) { var10 = 0; } else if (par1World.getBlockMaterial(par2, par3 - 1, par4) == this.blockMaterial && par1World.getBlockMetadata(par2, par3, par4) == 0) { var10 = 0; } } if (this.blockMaterial == Material.lava && var6 < 8 && var10 < 8 && var10 > var6 && par5Random.nextInt(4) != 0) { var10 = var6; var8 = false; } if (var10 == var6) { if (var8) { this.updateFlow(par1World, par2, par3, par4); } } else { var6 = var10; if (var10 < 0) { par1World.setBlockWithNotify(par2, par3, par4, 0); } else { par1World.setBlockMetadataWithNotify(par2, par3, par4, var10); par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate()); par1World.notifyBlocksOfNeighborChange(par2, par3, par4, this.blockID); } } } else { this.updateFlow(par1World, par2, par3, par4); } if (this.liquidCanDisplaceBlock(par1World, par2, par3 - 1, par4)) { if (this.blockMaterial == Material.lava && par1World.getBlockMaterial(par2, par3 - 1, par4) == Material.water) { par1World.setBlockWithNotify(par2, par3 - 1, par4, Block.stone.blockID); this.triggerLavaMixEffects(par1World, par2, par3 - 1, par4); return; } if (var6 >= 8) { this.flowIntoBlock(par1World, par2, par3 - 1, par4, var6); } else { this.flowIntoBlock(par1World, par2, par3 - 1, par4, var6 + 8); } } else if (var6 >= 0 && (var6 == 0 || this.blockBlocksFlow(par1World, par2, par3 - 1, par4))) { boolean[] var13 = this.getOptimalFlowDirections(par1World, par2, par3, par4); var10 = var6 + var7; if (var6 >= 8) { var10 = 1; } if (var10 >= 8) { return; } if (var13[0]) { this.flowIntoBlock(par1World, par2 - 1, par3, par4, var10); } if (var13[1]) { this.flowIntoBlock(par1World, par2 + 1, par3, par4, var10); } if (var13[2]) { this.flowIntoBlock(par1World, par2, par3, par4 - 1, var10); } if (var13[3]) { this.flowIntoBlock(par1World, par2, par3, par4 + 1, var10); } } } /** * flowIntoBlock(World world, int x, int y, int z, int newFlowDecay) - Flows into the block at the coordinates and * changes the block type to the liquid. */ private void flowIntoBlock(World par1World, int par2, int par3, int par4, int par5) { if (this.liquidCanDisplaceBlock(par1World, par2, par3, par4)) { int var6 = par1World.getBlockId(par2, par3, par4); if (var6 > 0) { if (this.blockMaterial == Material.lava) { this.triggerLavaMixEffects(par1World, par2, par3, par4); } else { Block.blocksList[var6].dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0); } } par1World.setBlockAndMetadataWithNotify(par2, par3, par4, this.blockID, par5); } } /** * calculateFlowCost(World world, int x, int y, int z, int accumulatedCost, int previousDirectionOfFlow) - Used to * determine the path of least resistance, this method returns the lowest possible flow cost for the direction of * flow indicated. Each necessary horizontal flow adds to the flow cost. */ private int calculateFlowCost(World par1World, int par2, int par3, int par4, int par5, int par6) { int var7 = 1000; for (int var8 = 0; var8 < 4; ++var8) { if ((var8 != 0 || par6 != 1) && (var8 != 1 || par6 != 0) && (var8 != 2 || par6 != 3) && (var8 != 3 || par6 != 2)) { int var9 = par2; int var11 = par4; if (var8 == 0) { var9 = par2 - 1; } if (var8 == 1) { ++var9; } if (var8 == 2) { var11 = par4 - 1; } if (var8 == 3) { ++var11; } if (!this.blockBlocksFlow(par1World, var9, par3, var11) && (par1World.getBlockMaterial(var9, par3, var11) != this.blockMaterial || par1World.getBlockMetadata(var9, par3, var11) != 0)) { if (!this.blockBlocksFlow(par1World, var9, par3 - 1, var11)) { return par5; } if (par5 < 4) { int var12 = this.calculateFlowCost(par1World, var9, par3, var11, par5 + 1, var8); if (var12 < var7) { var7 = var12; } } } } } return var7; } /** * Returns a boolean array indicating which flow directions are optimal based on each direction's calculated flow * cost. Each array index corresponds to one of the four cardinal directions. A value of true indicates the * direction is optimal. */ private boolean[] getOptimalFlowDirections(World par1World, int par2, int par3, int par4) { int var5; int var6; for (var5 = 0; var5 < 4; ++var5) { this.flowCost[var5] = 1000; var6 = par2; int var8 = par4; if (var5 == 0) { var6 = par2 - 1; } if (var5 == 1) { ++var6; } if (var5 == 2) { var8 = par4 - 1; } if (var5 == 3) { ++var8; } if (!this.blockBlocksFlow(par1World, var6, par3, var8) && (par1World.getBlockMaterial(var6, par3, var8) != this.blockMaterial || par1World.getBlockMetadata(var6, par3, var8) != 0)) { if (this.blockBlocksFlow(par1World, var6, par3 - 1, var8)) { this.flowCost[var5] = this.calculateFlowCost(par1World, var6, par3, var8, 1, var5); } else { this.flowCost[var5] = 0; } } } var5 = this.flowCost[0]; for (var6 = 1; var6 < 4; ++var6) { if (this.flowCost[var6] < var5) { var5 = this.flowCost[var6]; } } for (var6 = 0; var6 < 4; ++var6) { this.isOptimalFlowDirection[var6] = this.flowCost[var6] == var5; } return this.isOptimalFlowDirection; } /** * Returns true if block at coords blocks fluids */ private boolean blockBlocksFlow(World par1World, int par2, int par3, int par4) { int var5 = par1World.getBlockId(par2, par3, par4); if (var5 != Block.doorWood.blockID && var5 != Block.doorSteel.blockID && var5 != Block.signPost.blockID && var5 != Block.ladder.blockID && var5 != Block.reed.blockID) { if (var5 == 0) { return false; } else { Material var6 = Block.blocksList[var5].blockMaterial; return var6 == Material.portal ? true : var6.blocksMovement(); } } else { return true; } } /** * getSmallestFlowDecay(World world, intx, int y, int z, int currentSmallestFlowDecay) - Looks up the flow decay at * the coordinates given and returns the smaller of this value or the provided currentSmallestFlowDecay. If one * value is valid and the other isn't, the valid value will be returned. Valid values are >= 0. Flow decay is the * amount that a liquid has dissipated. 0 indicates a source block. */ protected int getSmallestFlowDecay(World par1World, int par2, int par3, int par4, int par5) { int var6 = this.getFlowDecay(par1World, par2, par3, par4); if (var6 < 0) { return par5; } else { if (var6 == 0) { ++this.numAdjacentSources; } if (var6 >= 8) { var6 = 0; } return par5 >= 0 && var6 >= par5 ? par5 : var6; } } /** * Returns true if the block at the coordinates can be displaced by the liquid. */ private boolean liquidCanDisplaceBlock(World par1World, int par2, int par3, int par4) { Material var5 = par1World.getBlockMaterial(par2, par3, par4); return var5 == this.blockMaterial ? false : (var5 == Material.lava ? false : !this.blockBlocksFlow(par1World, par2, par3, par4)); } /** * Called whenever the block is added into the world. Args: world, x, y, z */ public void onBlockAdded(World par1World, int par2, int par3, int par4) { super.onBlockAdded(par1World, par2, par3, par4); if (par1World.getBlockId(par2, par3, par4) == this.blockID) { par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate()); } } public boolean func_82506_l() { return false; } }