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https://github.com/moparisthebest/minetest
synced 2024-11-15 13:55:11 -05:00
Liquids: Flow into and destroy 'floodable' nodes
Add new node property 'floodable', default false Define "air" as floodable = true in C++ and lua
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@ -574,6 +574,7 @@ core.nodedef_default = {
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diggable = true,
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climbable = false,
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buildable_to = false,
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floodable = false,
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liquidtype = "none",
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liquid_alternative_flowing = "",
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liquid_alternative_source = "",
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@ -289,6 +289,7 @@ core.register_node(":air", {
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pointable = false,
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diggable = false,
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buildable_to = true,
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floodable = true,
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air_equivalent = true,
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drop = "",
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groups = {not_in_creative_inventory=1},
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@ -3396,6 +3396,7 @@ Definition tables
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diggable = true, -- If false, can never be dug
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climbable = false, -- If true, can be climbed on (ladder)
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buildable_to = false, -- If true, placed nodes can replace this node
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floodable = false, -- If true, liquids flow into and replace this node
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liquidtype = "none", -- "none"/"source"/"flowing"
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liquid_alternative_flowing = "", -- Flowing version of source liquid
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liquid_alternative_source = "", -- Source version of flowing liquid
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64
src/map.cpp
64
src/map.cpp
@ -1654,10 +1654,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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loop_max *= m_transforming_liquid_loop_count_multiplier;
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#endif
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while(m_transforming_liquid.size() != 0)
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while (m_transforming_liquid.size() != 0)
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{
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// This should be done here so that it is done when continue is used
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if(loopcount >= initial_size || loopcount >= loop_max)
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if (loopcount >= initial_size || loopcount >= loop_max)
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break;
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loopcount++;
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@ -1674,21 +1674,24 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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*/
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s8 liquid_level = -1;
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content_t liquid_kind = CONTENT_IGNORE;
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LiquidType liquid_type = nodemgr->get(n0).liquid_type;
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content_t floodable_node = CONTENT_AIR;
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ContentFeatures cf = nodemgr->get(n0);
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LiquidType liquid_type = cf.liquid_type;
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switch (liquid_type) {
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case LIQUID_SOURCE:
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liquid_level = LIQUID_LEVEL_SOURCE;
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liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
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liquid_kind = nodemgr->getId(cf.liquid_alternative_flowing);
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break;
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case LIQUID_FLOWING:
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liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
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liquid_kind = n0.getContent();
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break;
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case LIQUID_NONE:
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// if this is an air node, it *could* be transformed into a liquid. otherwise,
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// continue with the next node.
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if (n0.getContent() != CONTENT_AIR)
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// if this node is 'floodable', it *could* be transformed
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// into a liquid, otherwise, continue with the next node.
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if (!cf.floodable)
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continue;
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floodable_node = n0.getContent();
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liquid_kind = CONTENT_AIR;
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break;
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}
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@ -1718,9 +1721,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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}
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v3s16 npos = p0 + dirs[i];
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NodeNeighbor nb(getNodeNoEx(npos), nt, npos);
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ContentFeatures cfnb = nodemgr->get(nb.n);
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switch (nodemgr->get(nb.n.getContent()).liquid_type) {
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case LIQUID_NONE:
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if (nb.n.getContent() == CONTENT_AIR) {
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if (cfnb.floodable) {
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airs[num_airs++] = nb;
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// if the current node is a water source the neighbor
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// should be enqueded for transformation regardless of whether the
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@ -1738,8 +1742,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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case LIQUID_SOURCE:
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// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
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if (liquid_kind == CONTENT_AIR)
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liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
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if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
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liquid_kind = nodemgr->getId(cfnb.liquid_alternative_flowing);
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if (nodemgr->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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// Do not count bottom source, it will screw things up
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@ -1750,8 +1754,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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case LIQUID_FLOWING:
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// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
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if (liquid_kind == CONTENT_AIR)
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liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
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if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
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liquid_kind = nodemgr->getId(cfnb.liquid_alternative_flowing);
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if (nodemgr->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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flows[num_flows++] = nb;
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@ -1770,8 +1774,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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s8 max_node_level = -1;
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u8 range = nodemgr->get(liquid_kind).liquid_range;
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if (range > LIQUID_LEVEL_MAX+1)
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range = LIQUID_LEVEL_MAX+1;
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if (range > LIQUID_LEVEL_MAX + 1)
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range = LIQUID_LEVEL_MAX + 1;
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if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
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// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
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@ -1780,10 +1784,11 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source);
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} else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) {
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// liquid_kind is set properly, see above
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new_node_content = liquid_kind;
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max_node_level = new_node_level = LIQUID_LEVEL_MAX;
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if (new_node_level < (LIQUID_LEVEL_MAX+1-range))
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new_node_content = CONTENT_AIR;
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if (new_node_level >= (LIQUID_LEVEL_MAX + 1 - range))
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new_node_content = liquid_kind;
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else
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new_node_content = floodable_node;
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} else {
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// no surrounding sources, so get the maximum level that can flow into this node
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for (u16 i = 0; i < num_flows; i++) {
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@ -1794,16 +1799,16 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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max_node_level = LIQUID_LEVEL_MAX;
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if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
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max_node_level = nb_liquid_level + WATER_DROP_BOOST;
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} else if (nb_liquid_level > max_node_level)
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} else if (nb_liquid_level > max_node_level) {
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max_node_level = nb_liquid_level;
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}
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break;
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case NEIGHBOR_LOWER:
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break;
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case NEIGHBOR_SAME_LEVEL:
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if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
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nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
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nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level)
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max_node_level = nb_liquid_level - 1;
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}
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break;
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}
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}
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@ -1821,20 +1826,22 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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new_node_level = liquid_level + 1;
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if (new_node_level != max_node_level)
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must_reflow.push_back(p0);
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} else
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} else {
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new_node_level = max_node_level;
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}
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if (max_node_level >= (LIQUID_LEVEL_MAX+1-range))
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if (max_node_level >= (LIQUID_LEVEL_MAX + 1 - range))
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new_node_content = liquid_kind;
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else
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new_node_content = CONTENT_AIR;
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new_node_content = floodable_node;
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}
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/*
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check if anything has changed. if not, just continue with the next node.
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*/
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if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
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if (new_node_content == n0.getContent() &&
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(nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
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((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
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((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
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== flowing_down)))
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@ -1857,11 +1864,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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// Find out whether there is a suspect for this action
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std::string suspect;
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if(m_gamedef->rollback()) {
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if (m_gamedef->rollback())
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suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
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}
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if(m_gamedef->rollback() && !suspect.empty()){
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if (m_gamedef->rollback() && !suspect.empty()) {
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// Blame suspect
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RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
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// Get old node for rollback
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@ -1880,10 +1886,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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v3s16 blockpos = getNodeBlockPos(p0);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block != NULL) {
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if (block != NULL) {
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modified_blocks[blockpos] = block;
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// If new or old node emits light, MapBlock requires lighting update
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if(nodemgr->get(n0).light_source != 0 ||
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if (nodemgr->get(n0).light_source != 0 ||
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nodemgr->get(n00).light_source != 0)
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lighting_modified_blocks[block->getPos()] = block;
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}
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@ -233,6 +233,7 @@ void ContentFeatures::reset()
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diggable = true;
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climbable = false;
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buildable_to = false;
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floodable = false;
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rightclickable = true;
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leveled = 0;
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liquid_type = LIQUID_NONE;
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@ -318,6 +319,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
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// the protocol version
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os<<serializeString(mesh);
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collision_box.serialize(os, protocol_version);
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writeU8(os, floodable);
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}
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void ContentFeatures::deSerialize(std::istream &is)
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@ -388,6 +390,7 @@ void ContentFeatures::deSerialize(std::istream &is)
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// otherwise changes the protocol version
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mesh = deSerializeString(is);
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collision_box.deSerialize(is);
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floodable = readU8(is);
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}catch(SerializationError &e) {};
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}
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@ -520,6 +523,7 @@ void CNodeDefManager::clear()
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f.pointable = false;
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f.diggable = false;
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f.buildable_to = true;
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f.floodable = true;
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f.is_ground_content = true;
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// Insert directly into containers
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content_t c = CONTENT_AIR;
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@ -229,6 +229,8 @@ struct ContentFeatures
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bool climbable;
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// Player can build on these
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bool buildable_to;
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// Liquids flow into and replace node
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bool floodable;
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// Player cannot build to these (placement prediction disabled)
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bool rightclickable;
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// Flowing liquid or snow, value = default level
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@ -481,6 +481,8 @@ ContentFeatures read_content_features(lua_State *L, int index)
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getboolfield(L, index, "climbable", f.climbable);
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// Player can build on these
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getboolfield(L, index, "buildable_to", f.buildable_to);
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// Liquids flow into and replace node
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getboolfield(L, index, "floodable", f.floodable);
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// Whether the node is non-liquid, source liquid or flowing liquid
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f.liquid_type = (LiquidType)getenumfield(L, index, "liquidtype",
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ScriptApiNode::es_LiquidType, LIQUID_NONE);
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