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Don't flow finite liquid into an unloaded chunk
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becd8c03fd
commit
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12
src/map.cpp
12
src/map.cpp
@ -1763,6 +1763,11 @@ void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
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total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
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total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
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}
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}
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// prevent lakes in air under unloaded blocks
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if (p0.Y > water_level && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE) {
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total_level = 0;
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}
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// calculate self level 5 blocks
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// calculate self level 5 blocks
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u8 want_level =
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u8 want_level =
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total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
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total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
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@ -1807,8 +1812,8 @@ void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
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}
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}
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for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
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for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
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if (liquid_levels_want[ii] >= 0 &&
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if ( neighbors[ii].i ||
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(neighbors[ii].i ||
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(liquid_levels_want[ii] >= 0 &&
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(fast_flood && p0.Y < water_level &&
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(fast_flood && p0.Y < water_level &&
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(initial_size >= 1000
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(initial_size >= 1000
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&& ii != D_TOP
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&& ii != D_TOP
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@ -1916,8 +1921,7 @@ void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
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if(!suspect.empty()){
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if(!suspect.empty()){
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// Blame suspect
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// Blame suspect
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RollbackScopeActor rollback_scope(m_gamedef->rollback(),
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RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
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suspect, true);
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// Get old node for rollback
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// Get old node for rollback
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RollbackNode rollback_oldnode(this, p0, m_gamedef);
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RollbackNode rollback_oldnode(this, p0, m_gamedef);
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// Set node
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// Set node
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@ -265,9 +265,9 @@ void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool
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cave.part_max_length_rs = ps.range(2,4);
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cave.part_max_length_rs = ps.range(2,4);
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if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
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if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
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cave.flooded = !ps.range(0, 3);
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cave.flooded = !ps.range(0, 3);
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cave.tunnel_routepoints = ps.range(5, 20);
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cave.tunnel_routepoints = ps.range(5, 30);
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cave.min_tunnel_diameter = 30;
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cave.min_tunnel_diameter = 30;
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cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
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cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
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} else {
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} else {
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cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
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cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
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cave.min_tunnel_diameter = 5;
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cave.min_tunnel_diameter = 5;
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