mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-10 19:35:12 -05:00
fixed refactoring issues // slowed down water flow a bit
* liquid flow no longer does random things when transformed * if a flowi ng liquid node doesn't have a solid block as neighbor, its spread distan ce is shortened by 1
This commit is contained in:
parent
def870953a
commit
f34a9b6a71
36
src/map.cpp
36
src/map.cpp
@ -1240,17 +1240,19 @@ void Map::removeNodeAndUpdate(v3s16 p,
|
|||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Add neighboring liquid nodes to transform queue.
|
Add neighboring liquid nodes and this node to transform queue.
|
||||||
|
(it's vital for the node itself to get updated last.)
|
||||||
*/
|
*/
|
||||||
v3s16 dirs[10] = {
|
v3s16 dirs[7] = {
|
||||||
v3s16(0,0,1), // back
|
v3s16(0,0,1), // back
|
||||||
v3s16(0,1,0), // top
|
v3s16(0,1,0), // top
|
||||||
v3s16(1,0,0), // right
|
v3s16(1,0,0), // right
|
||||||
v3s16(0,0,-1), // front
|
v3s16(0,0,-1), // front
|
||||||
v3s16(0,-1,0), // bottom
|
v3s16(0,-1,0), // bottom
|
||||||
v3s16(-1,0,0), // left
|
v3s16(-1,0,0), // left
|
||||||
|
v3s16(0,0,0), // self
|
||||||
};
|
};
|
||||||
for(u16 i=0; i<10; i++)
|
for(u16 i=0; i<7; i++)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
@ -1602,7 +1604,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||||||
v3s16( 1, 0, 0), // right
|
v3s16( 1, 0, 0), // right
|
||||||
v3s16(-1, 0, 0), // left
|
v3s16(-1, 0, 0), // left
|
||||||
v3s16( 0, 0, 1), // back
|
v3s16( 0, 0, 1), // back
|
||||||
v3s16( 0, 0,-1) // front
|
v3s16( 0, 0,-1), // front
|
||||||
};
|
};
|
||||||
NodeNeighbor sources[6]; // surrounding sources
|
NodeNeighbor sources[6]; // surrounding sources
|
||||||
int num_sources = 0;
|
int num_sources = 0;
|
||||||
@ -1655,11 +1657,13 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||||||
neutrals[num_neutrals++] = nb;
|
neutrals[num_neutrals++] = nb;
|
||||||
} else {
|
} else {
|
||||||
// order flowing neighbors by liquid level descending
|
// order flowing neighbors by liquid level descending
|
||||||
int insert_at = 0;
|
u16 insert_at = 0;
|
||||||
while (insert_at < num_flows && ((flows[insert_at].n.param2 & LIQUID_LEVEL_MASK) >
|
while (insert_at < num_flows && ((flows[insert_at].n.param2 & LIQUID_LEVEL_MASK) >
|
||||||
(nb.n.param2 & LIQUID_LEVEL_MASK))) {
|
(nb.n.param2 & LIQUID_LEVEL_MASK))) {
|
||||||
insert_at++;
|
insert_at++;
|
||||||
}
|
}
|
||||||
|
for (u16 j = insert_at; j < num_flows; j++)
|
||||||
|
flows[j + 1] = flows[j];
|
||||||
flows[insert_at] = nb;
|
flows[insert_at] = nb;
|
||||||
num_flows++;
|
num_flows++;
|
||||||
if (nb.t == NEIGHBOR_LOWER)
|
if (nb.t == NEIGHBOR_LOWER)
|
||||||
@ -1705,6 +1709,20 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// don't flow as far in open terrain - if there isn't at least one adjacent solid block,
|
||||||
|
// substract another unit from the resulting water level.
|
||||||
|
if (!flowing_down && new_node_level >= 1) {
|
||||||
|
bool at_wall = false;
|
||||||
|
for (u16 i = 0; i < num_neutrals; i++) {
|
||||||
|
if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
|
||||||
|
at_wall = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!at_wall)
|
||||||
|
new_node_level -= 1;
|
||||||
|
}
|
||||||
|
|
||||||
if (new_node_level >= 0)
|
if (new_node_level >= 0)
|
||||||
new_node_content = liquid_kind;
|
new_node_content = liquid_kind;
|
||||||
else
|
else
|
||||||
@ -1715,11 +1733,12 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||||||
check if anything has changed. if not, just continue with the next node.
|
check if anything has changed. if not, just continue with the next node.
|
||||||
*/
|
*/
|
||||||
if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING ||
|
if (new_node_content == n0.d && (content_features(n0.d).liquid_type != LIQUID_FLOWING ||
|
||||||
((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level) &&
|
((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
|
||||||
((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
|
((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
|
||||||
== flowing_down))
|
== flowing_down)))
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
update the current node
|
update the current node
|
||||||
*/
|
*/
|
||||||
@ -1737,6 +1756,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||||||
if(block != NULL)
|
if(block != NULL)
|
||||||
modified_blocks.insert(blockpos, block);
|
modified_blocks.insert(blockpos, block);
|
||||||
|
|
||||||
|
/*
|
||||||
|
enqueue neighbors for update if neccessary
|
||||||
|
*/
|
||||||
switch (content_features(n0.d).liquid_type) {
|
switch (content_features(n0.d).liquid_type) {
|
||||||
case LIQUID_SOURCE:
|
case LIQUID_SOURCE:
|
||||||
// make sure source flows into all neighboring nodes
|
// make sure source flows into all neighboring nodes
|
||||||
|
Loading…
Reference in New Issue
Block a user