text: 
  // FloodyFluidSimulator.h
  
  // Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
  // https://forum.cuberite.org/thread-565.html
  
  
  
  
  
  #pragma once
  
  #include "DelayedFluidSimulator.h"
  
  
  
  
  
  class cFloodyFluidSimulator :
  	public cDelayedFluidSimulator
  {
  	typedef cDelayedFluidSimulator super;
  
  public:
  	cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);
  
  protected:
  	NIBBLETYPE m_Falloff;
  	int        m_NumNeighborsForSource;
  
  	// cDelayedFluidSimulator overrides:
  	virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override;
  
  	/** Checks tributaries, if not fed, decreases the block's level and returns true. */
  	bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta);
  
  	/** Spreads into the specified block, if the blocktype there allows. a_Area is for checking. */
  	void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
  
  	/** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */
  	bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
  
  	/** Checks if the specified block should harden (Water / Lava interaction) and if so, converts it to a suitable block.
  	Returns whether the block was changed or not. */
  	bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta);
  
  	/** Spread fluid to XZ neighbors.
  	The coords are of the block currently being processed; a_NewMeta is the new meta for the new fluid block.
  	Descendants may overridde to provide more sophisticated algorithms. */
  	virtual void SpreadXZ(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
  } ;
  
  
  
  
  