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Author: lastdigitofpi (posted 2014-02-13 21:25:19, viewed 67 times)

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function onInit(world, block) {
    var liquidBlockTrait = new LiquidBlockTrait(new Color(0, 0.2, 0.8));
    liquidBlockTrait.setRippleFactor(2.0);
    liquidBlockTrait.setFlowSpeed(new Vector3f(0, 0.3, 0));
    liquidBlockTrait.setMaxOpacity(0.3);
    liquidBlockTrait.setMinOpacity(0.05);

    block.addTrait(liquidBlockTrait);
    block.addTrait(new DynamicHeightCubeBlockTrait(100));

    var changeAwareBlockTrait = new ChangeAwareBlockTrait();
    changeAwareBlockTrait.setOnChange(onChange);
    block.addTrait(changeAwareBlockTrait);

    block.setLightAbsorbtionLevel(0.3);
    block.setSolid(false);
}

var spreadDirections = [
    new Vector3f(1, 0, 0),
    new Vector3f(-1, 0, 0),
    new Vector3f(0, 0, 1),
    new Vector3f(0, 0, -1),
];

var waterLevelDec = 10;
var waterLevelMin = 10;
var waterLevelMax = 100;

function onChange(world, blockInstance, blockInstanceBefore, blockInstanceNow) {

    if (blockInstance === blockInstanceNow) {
        //now get the current instance
        if (isWater(blockInstance.getBlockClass())) {
            //so the change was at this block and
            //it was from anything -> water (placed)
            onChanged(world, blockInstance);
        }
    } else {
        //a neighbor changed
        onChanged(world, blockInstance); //reevaluate distribution
    }

}

function onChanged(world, blockInstance) {
    var terrain = world.getTerrain();
    var worldSizeInBlocks = world.getSettings().getWorldSizeInBlocks();
    var waterLevel = getWaterLevel(terrain, blockInstance);

    if (waterLevel > 0) {
        //first of all we check if the water can just flow down
        var belowCoordinates = blockInstance.getCoordinates().add(0, -1, 0);
        if (belowCoordinates.y >= 0) {
            var neighborBelow = terrain.getBlockAt(belowCoordinates);
            var neighborBelowBlockClass = neighborBelow.getBlockClass();

            if ((isWater(neighborBelowBlockClass) && getWaterLevel(terrain, neighborBelow) < waterLevelMax)
                || isAir(neighborBelowBlockClass)){
                var waterToFlowDown = Math.min(waterLevelMax - getWaterLevel(terrain, neighborBelow), waterLevel);

                waterLevel = waterLevel - waterToFlowDown;
                if (waterLevel === 0) {
                    //if all water ran out we just remove that block
                    terrain.setAirAt(blockInstance.getCoordinates());

                } else {
                    setWaterLevel(terrain, blockInstance, waterLevel);
                }
                var waterForNeighbor = getWaterLevel(terrain, neighborBelow) + waterToFlowDown;
                setWaterLevel(terrain, neighborBelow, waterForNeighbor);
                return;
            }

        }

        var nextDirection = Math.floor(Math.random() * spreadDirections.length);

        //while we have water we try to spread it to the neighbors
        while (waterLevel > waterLevelMin) {
            var waterTransfered = false;
            for (var i = 0; i < spreadDirections.length; ++i) {
                var waterLevelNext = getWaterLevel(terrain, blockInstance) - waterLevelDec;

                var direction = spreadDirections[nextDirection];
                nextDirection = (nextDirection + 1) % spreadDirections.length;
                var coordinates = VectorUtils.blockPositionToBlockCoordinates(blockInstance.getCoordinates().add(direction), worldSizeInBlocks);

                var neighbor = terrain.getBlockAt(coordinates);
                var neighborBlockClass = neighbor.getBlockClass();
                var neighborWaterLevel = getWaterLevel(terrain, neighbor);
                if (isAir(neighborBlockClass)
                        || (isWater(neighborBlockClass) && neighborWaterLevel < waterLevelNext)) {
                    setWaterLevel(terrain, neighbor, neighborWaterLevel + waterLevelDec);
                    setWaterLevel(terrain, blockInstance, waterLevelNext);
                    waterLevel = waterLevelNext;
                    waterTransfered = true;
                    break;
                }
            }

            //if we could not transfer any water then we stop here
            if (!waterTransfered) {
                break;
            }
        }
    }

}

function isAir(blockClass) {
    return !blockClass.isRendered() && !blockClass.isSolid();
}

function isWater(blockClass) {
    return blockClass.getIdentifier().equals("water");
}

function getWaterLevel(terrain, blockInstance) {
    var currentBlockInstance = terrain.getBlockAt(blockInstance.getCoordinates());
    if (!isWater(currentBlockInstance.getBlockClass())) {
        return 0;
    }
    var traitInstance = currentBlockInstance.getTraitInstance(DynamicHeightCubeBlockTraitInstance);
    return traitInstance.getHeight();
}

function setWaterLevel(terrain, blockInstance, level) {
    if (!isWater(blockInstance.getBlockClass())) {
        terrain.setBlockAt(blockInstance.getCoordinates(), "water");
        blockInstance = terrain.getBlockAt(blockInstance.getCoordinates());
    }
    var traitInstance = blockInstance.getTraitInstance(DynamicHeightCubeBlockTraitInstance);
    traitInstance.setHeight(level);
}





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