/** * 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.getBlockId(var9, par3, var11) == this.blockID) || 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 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 material = par1World.getBlockMaterial(par2, par3, par4); return material == this.blockMaterial ? true : (material == Material.lava ? false : !this.blockBlocksFlow(par1World, par2, par3, par4)); }