forked from Mirrorlandia_minetest/minetest
Tweak rollback and liquids
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parent
7ef0a13250
commit
3e754382af
@ -1636,7 +1636,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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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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{
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// This should be done here so that it is done when continue is used
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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 >= 1000)
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if(loopcount >= initial_size || loopcount >= 10000)
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break;
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break;
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loopcount++;
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loopcount++;
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@ -1828,8 +1828,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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// Find out whether there is a suspect for this action
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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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std::string suspect;
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if(m_gamedef->rollback()){
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if(m_gamedef->rollback()){
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// Max. 5 seconds ago, shortcut at 98 points
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suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
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suspect = m_gamedef->rollback()->getSuspect(p0, 5, 95);
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}
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}
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if(!suspect.empty()){
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if(!suspect.empty()){
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@ -33,6 +33,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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#define POINTS_PER_NODE (16.0)
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// Get nearness factor for subject's action for this action
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// Get nearness factor for subject's action for this action
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// Return value: 0 = impossible, >0 = factor
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// Return value: 0 = impossible, >0 = factor
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static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
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static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
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@ -43,10 +45,10 @@ static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
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return 0; // 0 = cannot be
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return 0; // 0 = cannot be
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// Start from 100
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// Start from 100
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int f = 100;
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int f = 100;
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// Distance (1 node = -1 point)
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// Distance (1 node = -x points)
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f -= 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
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f -= POINTS_PER_NODE * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
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// Time (1 second = -1 point)
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// Time (1 second = -x points)
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f -= 1.0 * (action_t - suspect_t);
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f -= 1 * (action_t - suspect_t);
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// If is a guess, halve the points
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// If is a guess, halve the points
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if(is_guess)
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if(is_guess)
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f *= 0.5;
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f *= 0.5;
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@ -76,8 +78,7 @@ public:
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v3s16 p;
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v3s16 p;
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if(!action.getPosition(&p))
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if(!action.getPosition(&p))
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return;
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return;
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// 60s default timeframe, 95 points shortcut
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action.actor = getSuspect(p, 83, 1);
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action.actor = getSuspect(p, 60, 95);
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if(action.actor.empty())
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if(action.actor.empty())
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return;
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return;
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action.actor_is_guess = true;
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action.actor_is_guess = true;
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@ -103,12 +104,12 @@ public:
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m_current_actor = actor;
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m_current_actor = actor;
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m_current_actor_is_guess = is_guess;
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m_current_actor_is_guess = is_guess;
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}
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}
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std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut)
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std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness)
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{
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{
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if(m_current_actor != "")
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if(m_current_actor != "")
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return m_current_actor;
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return m_current_actor;
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int cur_time = time(0);
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int cur_time = time(0);
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int first_time = cur_time - max_time;
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int first_time = cur_time - (100-min_nearness);
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RollbackAction likely_suspect;
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RollbackAction likely_suspect;
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float likely_suspect_nearness = 0;
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float likely_suspect_nearness = 0;
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for(std::list<RollbackAction>::const_reverse_iterator
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for(std::list<RollbackAction>::const_reverse_iterator
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@ -125,7 +126,7 @@ public:
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continue;
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continue;
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float f = getSuspectNearness(i->actor_is_guess, suspect_p,
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float f = getSuspectNearness(i->actor_is_guess, suspect_p,
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i->unix_time, p, cur_time);
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i->unix_time, p, cur_time);
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if(f > likely_suspect_nearness){
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if(f >= min_nearness && f > likely_suspect_nearness){
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likely_suspect_nearness = f;
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likely_suspect_nearness = f;
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likely_suspect = *i;
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likely_suspect = *i;
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if(likely_suspect_nearness >= nearness_shortcut)
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if(likely_suspect_nearness >= nearness_shortcut)
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@ -35,8 +35,8 @@ public:
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virtual std::string getActor() = 0;
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virtual std::string getActor() = 0;
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virtual bool isActorGuess() = 0;
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virtual bool isActorGuess() = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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// nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
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virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
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virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) = 0;
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float min_nearness) = 0;
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virtual ~IRollbackManager(){}
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virtual ~IRollbackManager(){}
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virtual void flush() = 0;
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virtual void flush() = 0;
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@ -124,8 +124,8 @@ public:
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virtual std::string getActor() = 0;
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virtual std::string getActor() = 0;
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virtual bool isActorGuess() = 0;
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virtual bool isActorGuess() = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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// nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
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virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
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virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut=98) = 0;
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float min_nearness) = 0;
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};
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};
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class RollbackScopeActor
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class RollbackScopeActor
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