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WaterFluid

Struct WaterFluid 

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pub struct WaterFluid;
Expand description

Water fluid implementation.

Implements FluidBehavior with water-specific parameters and behaviors (lava→water chemistry and game-rule source conversion).

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impl FlowingFluid for WaterFluid

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fn base_tick( &self, world: &Arc<World>, pos: BlockPos, block_state: BlockStateId, current_fluid: FluidState, )

The base tick logic
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fn base_spread( &self, world: &Arc<World>, pos: BlockPos, block_state: BlockStateId, fluid_state: FluidState, )

The base spread logic. Read more
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fn base_spread_to( &self, world: &Arc<World>, pos: BlockPos, fluid_state: FluidState, )

The base logic for placing a fluid into a specific adjacent block. Read more
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fn spread_to( &self, world: &Arc<World>, pos: BlockPos, fluid_state: FluidState, _direction: Direction, )

Performs the actual placement of fluid and schedules the tick.
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fn source_neighbor_count(&self, world: &Arc<World>, pos: BlockPos) -> u8

Returns the number of fluid sources in the 4-directional neighborhood of the given position.
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fn spread_to_sides( &self, world: &Arc<World>, pos: BlockPos, block_state: BlockStateId, fluid_state: FluidState, )

Spreads the fluid to horizontal neighbors. Read more
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impl FluidBehavior for WaterFluid

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fn can_be_replaced_with( &self, _fluid_state: FluidState, _world: &Arc<World>, _pos: BlockPos, other_fluid: FluidRef, direction: Direction, ) -> bool

Water can only be replaced from below and only by non-water fluids.

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fn before_destroying_block( &self, world: &Arc<World>, pos: BlockPos, state: BlockStateId, )

Drops block resources when water replaces a non-air block.

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fn entity_inside( &self, _world: &Arc<World>, _pos: BlockPos, _entity: &dyn Entity, effect_collector: &mut InsideBlockEffectCollector, )

Vanilla parity: WaterFluid.entityInside() extinguishes fire.

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fn fluid_type(&self) -> FluidRef

Gets the fluid type for this behavior.
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fn is_same(&self, fluid: FluidRef) -> bool

Checks if this fluid is the same type as another fluid ref. Read more
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fn tick_delay(&self, _world: &Arc<World>) -> i32

Gets the number of ticks between fluid updates.
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fn drop_off(&self, _world: &Arc<World>) -> u8

Gets the amount of fluid level drop per horizontal block. Takes world because some fluids (lava) differ by dimension.
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fn slope_find_distance(&self, _world: &Arc<World>) -> u8

Gets the slope-search distance for horizontal spread. Takes world because some fluids (lava) differ by dimension.
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fn explosion_resistance(&self) -> f32

Gets the explosion resistance of this fluid.
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fn can_convert_to_source(&self, world: &Arc<World>) -> bool

Checks if this fluid can convert to a source block at the given position.
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fn get_flow( &self, world: &Arc<World>, pos: BlockPos, fluid_state: FluidState, ) -> DVec3

Returns this fluid state’s vanilla flow vector at a position.
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fn tick( &self, world: &Arc<World>, pos: BlockPos, block_state: BlockStateId, fluid_state: FluidState, )

Called every tick for fluid blocks. Read more
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fn spread( &self, world: &Arc<World>, pos: BlockPos, block_state: BlockStateId, fluid_state: FluidState, )

Called to calculate fluid spreading each tick.
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fn random_tick(&self, world: &Arc<World>, pos: BlockPos)

Called on random tick for this fluid’s block. Used for lava fire spread.
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fn get_spread_delay( &self, world: &Arc<World>, _pos: BlockPos, old_state: FluidState, new_state: FluidState, ) -> i32

Returns the tick delay to use when scheduling a newly-spread block, taking into account the old and new fluid states.

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fn type_id(&self) -> TypeId

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unsafe fn drop(ptr: usize)

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