forked from Mirrorlandia_minetest/minetest
* possibly improved water flow, by flyx86
- When flowing liquid starts to flow down, it stops contributing to its neighboring nodes' liquid level (possibly transforming it back to air) - Flowing liquid turns into a source if there are at least 2 adjacent liquid source nodes - If a new liquid flow reaches existing flowing liquid, the existing liquid is now updated properly.
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@ -276,6 +276,7 @@ void content_mapnode_init()
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f->buildable_to = true;
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f->liquid_type = LIQUID_FLOWING;
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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i = CONTENT_WATERSOURCE;
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f = &content_features(i);
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@ -307,6 +308,7 @@ void content_mapnode_init()
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f->liquid_type = LIQUID_SOURCE;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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i = CONTENT_TORCH;
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f = &content_features(i);
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46
src/map.cpp
46
src/map.cpp
@ -1204,16 +1204,24 @@ void Map::removeNodeAndUpdate(v3s16 p,
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/*
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Add neighboring liquid nodes to transform queue.
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Also add horizontal neighbors of node on top of removed node
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because they could be affected of the water on top flowing
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down instead of into them.
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*/
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v3s16 dirs[6] = {
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v3s16 dirs[10] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,1,0), // topright
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v3s16(-1,1,0), // topleft
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v3s16(0,1,1), // topback
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v3s16(0,1,-1), // topfront
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<6; i++)
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for(u16 i=0; i<10; i++)
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{
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try
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{
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@ -1510,6 +1518,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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// Turn possible source into non-source
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u8 nonsource_c = make_liquid_flowing(n0.d);
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// Counts surrounding liquid source blocks
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u8 surrounding_sources = 0;
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/*
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If not source, check that some node flows into this one
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and what is the level of liquid in this one
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@ -1547,7 +1558,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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bool n2_is_source = !content_flowing_liquid(n2.d);
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s8 n2_liquid_level = 8;
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if(n2_is_source == false)
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if(n2_is_source)
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surrounding_sources++;
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else
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n2_liquid_level = n2.param2 & 0x07;
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s8 new_liquid_level = -1;
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@ -1561,7 +1574,20 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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else if(n2_liquid_level > 0)
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{
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new_liquid_level = n2_liquid_level - 1;
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// If the neighbor node isn't a source and flows downwards,
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// it doesn't flow into this node
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if (n2_is_source)
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{
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new_liquid_level = n2_liquid_level - 1;
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}
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else
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{
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// Node below n2
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MapNode n3 = getNodeNoEx(p2 + v3s16(0,-1,0));
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// NOTE: collision of different liquids not yet handled here.
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if (content_features(n3.d).liquid_type != LIQUID_FLOWING)
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new_liquid_level = n2_liquid_level - 1;
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}
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}
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if(new_liquid_level > new_liquid_level_max)
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@ -1577,9 +1603,14 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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If liquid level should be something else, update it and
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add all the neighboring water nodes to the transform queue.
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*/
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if(new_liquid_level_max != liquid_level)
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if(new_liquid_level_max != liquid_level || (!is_source && surrounding_sources >= 2))
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{
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if(new_liquid_level_max == -1)
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if (surrounding_sources >= 2)
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{
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n0.d = content_features(n0.d).liquid_alternative_source;
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setNode(p0,n0);
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}
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else if(new_liquid_level_max == -1)
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{
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// Remove water alltoghether
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n0.d = CONTENT_AIR;
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@ -1589,6 +1620,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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else
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{
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n0.param2 = new_liquid_level_max;
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liquid_level = new_liquid_level_max;
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setNode(p0, n0);
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}
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@ -1706,7 +1738,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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}
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else
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{
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if(liquid_next_level > liquid_level)
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if(liquid_next_level > n2_liquid_level)
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{
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n2.param2 = liquid_next_level;
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setNode(p2, n2);
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@ -141,8 +141,10 @@ struct ContentFeatures
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NodeMetadata *initial_metadata;
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// If the content is liquid, this is the flowing version of the liquid.
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// If content is liquid, this is the same content.
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// If content is flowing liquid, this is the same content.
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u8 liquid_alternative_flowing;
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// If the content is liquid, this is the source version of the liquid.
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u8 liquid_alternative_source;
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// Amount of light the node emits
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u8 light_source;
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