1 package ru
.deadsoftware
.cavedroid
.game
.world
;
3 import com
.badlogic
.gdx
.utils
.Timer
;
4 import ru
.deadsoftware
.cavedroid
.game
.GameScope
;
5 import ru
.deadsoftware
.cavedroid
.game
.mobs
.MobsController
;
7 import javax
.inject
.Inject
;
8 import java
.util
.Arrays
;
10 import static ru
.deadsoftware
.cavedroid
.game
.GameItems
.*;
13 public class GameWorldFluidsLogicControllerTask
extends Timer
.Task
{
15 public static final float FLUID_UPDATE_INTERVAL_SEC
= 0.1f;
16 private static final int FLUID_STATES
= 5;
18 private static final int[] WATER_IDS
= {8, 60, 61, 62, 63};
19 private static final int[] LAVA_IDS
= {9, 64, 65, 66, 67};
21 private final GameWorld mGameWorld
;
22 private final MobsController mMobsController
;
25 GameWorldFluidsLogicControllerTask(GameWorld gameWorld
,
26 MobsController mobsController
) {
27 mGameWorld
= gameWorld
;
28 mMobsController
= mobsController
;
31 private int getBlockState(int id
) {
32 return isWater(id
) ? Arrays
.binarySearch(WATER_IDS
, id
) : Arrays
.binarySearch(LAVA_IDS
, id
);
35 private int getNextBlockState(int id
) {
39 int state
= getBlockState(id
);
40 if (state
< FLUID_STATES
- 1) {
46 private int getNextBlockStateId(int id
) {
47 int nextState
= getNextBlockState(id
);
48 if (nextState
== -1) {
52 return WATER_IDS
[nextState
];
54 return LAVA_IDS
[nextState
];
57 private int id(int x
, int y
) {
58 return mGameWorld
.getForeMap(x
, y
);
61 private boolean sameFluid(int thisId
, int thatId
) {
62 return isFluid(thatId
) && isWater(thatId
) == isWater(thisId
);
65 private boolean noFluidNearby(int x
, int y
) {
66 return !isFluid(id(x
, y
- 1)) &&
67 (!isFluid(id(x
- 1, y
)) || id(x
- 1, y
) >= id(x
, y
)) &&
68 (!isFluid(id(x
+ 1, y
)) || id(x
+ 1, y
) >= id(x
, y
));
71 private boolean drainFluid(int x
, int y
) {
72 if (getBlockState(id(x
, y
)) > 0) {
73 if (noFluidNearby(x
, y
)) {
74 mGameWorld
.setForeMap(x
, y
, getNextBlockStateId(id(x
, y
)));
76 if (!isFluid(id(x
, y
))) {
77 mGameWorld
.setForeMap(x
, y
, 0);
84 private void flowFluidTo(int thisId
, int x
, int y
, int nextStateId
) {
85 int thatId
= id(x
, y
);
86 if (fluidCanFlowThere(thisId
, thatId
)) {
87 mGameWorld
.setForeMap(x
, y
, nextStateId
);
88 } else if (isWater(thisId
) && isLava(thatId
)) {
89 if (getBlockState(thatId
) > 0) {
90 mGameWorld
.setForeMap(x
, y
, 4); //cobblestone
92 mGameWorld
.setForeMap(x
, y
, 68); //obsidian
94 } else if (isLava(thisId
) && isWater(thatId
)) {
95 mGameWorld
.setForeMap(x
, y
, 1); //stone
99 private void flowFluid(int x
, int y
) {
101 if (getBlockState(id
) < FLUID_STATES
- 1 && getBlock(id(x
, y
+ 1)).hasCollision()) {
102 int nextState
= getNextBlockState(id
);
103 int nextStateId
= getNextBlockStateId(id
);
104 if (nextState
== 1) {
107 flowFluidTo(id
, x
- 1, y
, nextStateId
);
108 flowFluidTo(id
, x
+ 1, y
, nextStateId
);
110 flowFluidTo(id
, x
, y
+ 1, isWater(id
) ? WATER_IDS
[1] : LAVA_IDS
[1]);
115 private void updateFluids(int x
, int y
) {
116 if (!isFluid(id(x
, y
))) {
119 if (drainFluid(x
, y
)) {
125 private void fluidUpdater() {
126 int midScreen
= (int) mMobsController
.getPlayer().x
/ 16;
127 for (int y
= mGameWorld
.getHeight() - 1; y
>= 0; y
--) {
128 for (int x
= 0; x
<= mGameWorld
.getWidth() / 2; x
++) {
129 updateFluids(midScreen
+ x
, y
);
130 updateFluids(midScreen
- x
, y
);