public static bool ButtonRelease(Physics P, Check C)
            {
                if (C.time < 4) { C.time++; return false; }

                if ((P.w.GetMeta(C.x, C.y, C.z) & 0x8) != 0)
                    P.AddUpdate(C.x, C.y, C.z, (byte)Blocks.ButtonStone, (byte)(P.w.GetMeta(C.x, C.y, C.z) ^ 0x8));
                return true;
            }
Example #2
0
            public static bool LavaFlow(Physics P, Check C)
            {
                if (C.time < 6) { C.time++; return false; }

                byte meta = P.w.GetMeta(C.x, C.y, C.z);
                if (!P.HigherLiquidCheck(C.x, C.y, C.z, 10, meta) && !P.HigherLiquidCheck(C.x, C.y, C.z, 11, meta))
                {
                    if ((meta & 0x7) >= 0x6)
                        P.AddUpdate(C.x, C.y, C.z, 0, 0);
                    else
                    {
                        P.AddUpdate(C.x, C.y, C.z, 10, (byte)Math.Min(meta + 2, 0x6));
                        if (!P.AdjacentLiquidCheck(C.x, C.y, C.z, 10) && !P.AdjacentLiquidCheck(C.x, C.y, C.z, 11)) { C.time = 0; return false; }
                    }
                }
                else if ((meta & 0x8) != 0)
                {
                    if (!P.LavaFlowCheck(C.x, C.y - 1, C.z)) { meta = 0; goto flowOut; }
                    P.LavaFlow(C.x, C.y - 1, C.z, 0x8);
                }
                else if ((meta & 0x7) < 0x6)
                {
                    goto flowOut;
                }
                else
                {
                    P.LavaFlow(C.x, C.y - 1, C.z, 0x8);
                }
                return true;

                flowOut:
                if (P.LavaFlowCheck(C.x, C.y - 1, C.z))
                {
                    P.LavaFlow(C.x, C.y - 1, C.z, 0x8);
                    if (!P.AdjacentLiquidCheck(C.x, C.y, C.z, 10) && !P.AdjacentLiquidCheck(C.x, C.y, C.z, 11))
                    {
                        P.LavaFlow(C.x + 1, C.y, C.z, 0x6);
                        P.LavaFlow(C.x - 1, C.y, C.z, 0x6);
                        P.LavaFlow(C.x, C.y, C.z + 1, 0x6);
                        P.LavaFlow(C.x, C.y, C.z - 1, 0x6);
                    }
                }
                else
                {
                    if (P.AdjacentLiquidCheck(C.x, C.y, C.z, 8) || P.AdjacentLiquidCheck(C.x, C.y, C.z, 9))
                    {
                        if ((meta & 0x7) == 0)
                            P.AddUpdate(C.x, C.y, C.z, 49, 0);
                        else
                            P.AddUpdate(C.x, C.y, C.z, 4, 0);
                        Player.GlobalSoundEffect(C.x, (byte)C.y, C.z, 1004, P.w);
                        //Player.GlobalSoundEffect(C.x, (byte)C.y, C.z, 2000, 4, w);
                    }
                    else
                    {
                        meta += 2;
                        P.LavaFlow(C.x + 1, C.y, C.z, meta);
                        P.LavaFlow(C.x - 1, C.y, C.z, meta);
                        P.LavaFlow(C.x, C.y, C.z + 1, meta);
                        P.LavaFlow(C.x, C.y, C.z - 1, meta);

                        if (P.w.GetBlock(C.x, C.y - 1, C.z) == 8 || P.w.GetBlock(C.x, C.y - 1, C.z) == 9)
                        {
                            P.AddUpdate(C.x, C.y - 1, C.z, 4, 0);
                            Player.GlobalSoundEffect(C.x, (byte)C.y, C.z, 1004, P.w);
                        }
                    }
                }
                return true;
            }
Example #3
0
            public static bool WaterFlow(Physics P, Check C)
            {
                //if (C.time < 5) { C.time++; return false; }

                byte meta = P.w.GetMeta(C.x, C.y, C.z);
                if (!P.HigherLiquidCheck(C.x, C.y, C.z, 8, meta) && !P.HigherLiquidCheck(C.x, C.y, C.z, 9, meta))
                {
                    if ((meta & 0x7) >= 0x7)
                        P.AddUpdate(C.x, C.y, C.z, 0, 0);
                    else
                    {
                        P.AddUpdate(C.x, C.y, C.z, 8, (byte)Math.Min(meta + 2, 0x7));
                        if (!P.AdjacentLiquidCheck(C.x, C.y, C.z, 8) && !P.AdjacentLiquidCheck(C.x, C.y, C.z, 9)) { C.time = 0; return false; }
                    }
                }
                else if ((meta & 0x8) != 0)
                {
                    if (!P.WaterFlowCheck(C.x, C.y - 1, C.z)) { meta = 0; goto flowOut; }
                    P.WaterFlow(C.x, C.y - 1, C.z, 0x8);
                }
                else if ((meta & 0x7) < 0x7)
                {
                    goto flowOut;
                }
                else
                {
                    P.WaterFlow(C.x, C.y - 1, C.z, 0x8);
                }
                return true;

                flowOut:
                if (P.WaterFlowCheck(C.x, C.y - 1, C.z))
                {
                    P.WaterFlow(C.x, C.y - 1, C.z, 0x8);
                    if (!P.AdjacentLiquidCheck(C.x, C.y, C.z, 8) && !P.AdjacentLiquidCheck(C.x, C.y, C.z, 9))
                    {
                        P.WaterFlow(C.x + 1, C.y, C.z, 0x7);
                        P.WaterFlow(C.x - 1, C.y, C.z, 0x7);
                        P.WaterFlow(C.x, C.y, C.z + 1, 0x7);
                        P.WaterFlow(C.x, C.y, C.z - 1, 0x7);
                    }
                }
                else
                {
                    meta++;
                    P.WaterFlow(C.x + 1, C.y, C.z, meta);
                    P.WaterFlow(C.x - 1, C.y, C.z, meta);
                    P.WaterFlow(C.x, C.y, C.z + 1, meta);
                    P.WaterFlow(C.x, C.y, C.z - 1, meta);
                }
                return true;
            }
Example #4
0
 public static bool SpongeSoak(Physics P, Check C)
 {
     P.SpongePlaced(C.x, C.y, C.z);
     return true;
 }
Example #5
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SMP.World"/> class and generates 49 chunks.
        /// </summary>
        /// <param name='spawnx'>
        /// Spawnx. The x spawn pos.
        /// </param>
        /// <param name='spawny'>
        /// Spawny. The y spawn pos.
        /// </param>
        /// <param name='spawnz'>
        /// Spawnz. The z spawn pos.
        /// </param>
        public World(double spawnx, double spawny, double spawnz, string name, long seed)
            : this()
        {
            this.name = name;
            this.seed = seed;
            this.SpawnX = spawnx; this.SpawnY = spawny; this.SpawnZ = spawnz;
            chunkData = new Dictionary<Point, Chunk>();
            physics = new Physics(this);
            generator = new GenStandard(this, true);
            chunkManager = new WorldChunkManager(this);
            Logger.Log("Generating " + this.name + "...");

            int cursorH = 25 + this.name.Length;
            float count = 0, total = (Server.ViewDistance * 2 + 1) * (Server.ViewDistance * 2 + 1);
            Console.SetCursorPosition(cursorH, Console.CursorTop - 1);
            Console.Write("0%");

            object derpLock = new object();
            try  // Mono 2.10.2 has Parallel.For(int) and Parallel.ForEach implemented, not sure about 2.8 though. Any version less does not support .NET 4.0
            {
                Parallel.For(((int)SpawnX >> 4) - Server.ViewDistance, ((int)SpawnX >> 4) + Server.ViewDistance + 1, delegate(int x)
                {
                    Parallel.For(((int)SpawnZ >> 4) - Server.ViewDistance, ((int)SpawnZ >> 4) + Server.ViewDistance + 1, delegate(int z)
                    {
                        LoadChunk(x, z, false, false);
                        lock (derpLock)
                        {
                            Console.SetCursorPosition(cursorH, Console.CursorTop);
                            count++; Console.Write((int)((count / total) * 100) + "%");
                        }
                    });
                    //Logger.Log(x + " Row Generated.");
                });
            }
            catch (NotImplementedException)
            {
                for (int x = ((int)SpawnX >> 4) - Server.ViewDistance; x < ((int)SpawnX >> 4) + Server.ViewDistance + 1; x++)
                {
                    for (int z = ((int)SpawnZ >> 4) - Server.ViewDistance; z < ((int)SpawnZ >> 4) + Server.ViewDistance + 1; z++)
                    {
                        LoadChunk(x, z, false, false);
                        Console.SetCursorPosition(cursorH, Console.CursorTop);
                        count++; Console.Write((int)((count / total) * 100) + "%");
                    }
                    //Logger.Log(x + " Row Generated.");
                }
            }

            Console.Write("\r");

            Logger.Log("Look distance = " + Server.ViewDistance);

            Init();
            physics.Start();

            if (World.WorldLoad != null)
                World.WorldLoad(this);
        }
Example #6
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SMP.World"/> class and generates 49 chunks.
        /// </summary>
        /// <param name='spawnx'>
        /// Spawnx. The x spawn pos.
        /// </param>
        /// <param name='spawny'>
        /// Spawny. The y spawn pos.
        /// </param>
        /// <param name='spawnz'>
        /// Spawnz. The z spawn pos.
        /// </param>
        public World(double spawnx, double spawny, double spawnz, string name, long seed)
        {
            this.seed = seed;
            chunkData = new Dictionary<Point, Chunk>();
            generator = new GenStandard(this, true);
            this.name = name;
            Server.Log("Generating...");

            try  // Mono 2.10.2 has Parallel.For(int) and Parallel.ForEach implemented, not sure about 2.8 though. Any version less does not support .NET 4.0
            {
                Parallel.For(-3, 4, delegate(int x)
                {
                    Parallel.For(-3, 4, delegate(int z)
                    {
                        LoadChunk(x, z, false);
                    });
                    Server.Log(x + " Row Generated.");
                });
            }
            catch(NotImplementedException)
            {
                for (int x = -3; x < 4; x++)
                {
                    for (int z = -3; z < 4; z++)
                    {
                        LoadChunk(x, z, false);
                    }
                    Server.Log(x + " Row Generated.");
                }
            }

            Server.Log("Look distance = 3");
            this.SpawnX = spawnx; this.SpawnY = spawny; this.SpawnZ = spawnz;
            timeupdate.Elapsed += delegate {
                time += 20;
                if (time > 24000)
                    time = 0;
                Player.players.ForEach(delegate(Player p) { if (p.MapLoaded && p.level == this) p.SendTime(); });
            };
            timeupdate.Start();
            blockflush.Elapsed += delegate { FlushBlockChanges(); };
            blockflush.Start();

            this.physics = new Physics(this);
            this.physics.Start();

            if (World.WorldLoad != null)
                World.WorldLoad(this);
        }