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commit before some radical changes
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@ -1,5 +1,9 @@
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#!/usr/bin/python
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"
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This is an example script that generates some valid map data.
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"
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import struct
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import random
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@ -1039,6 +1039,8 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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m_chat_queue.push_back(message);
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}
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else if(command == TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD)
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{
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if(g_settings.getBool("enable_experimental"))
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{
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/*
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u16 command
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@ -1094,7 +1096,10 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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}
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}
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}
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}
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else if(command == TOCLIENT_ACTIVE_OBJECT_MESSAGES)
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{
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if(g_settings.getBool("enable_experimental"))
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{
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/*
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u16 command
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@ -1134,6 +1139,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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}
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}
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}
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}
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// Default to queueing it (for slow commands)
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else
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{
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23
src/main.cpp
23
src/main.cpp
@ -160,6 +160,9 @@ TODO: Flowing water animation
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* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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Configuration:
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--------------
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@ -242,9 +245,6 @@ TODO: Mineral and ground material properties
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TODO: Flowing water to actually contain flow direction information
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator, which is faster)
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FEATURE: Create a system that allows a huge amount of different "map
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generator modules/filters"
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@ -273,18 +273,27 @@ Mapgen v2:
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the other chunk making nasty straight walls when the other chunk
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is generated. Fix it.
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Mapgen v4 (not doing):
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* only_from_disk might not work anymore - check and fix it.
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* Make the generator to run in background and not blocking block
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placement and transfer
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* Make chunks to be tiled vertically too
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* MAKE IT FASTER
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Mapgen v3:
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* Generate trees better
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- Add a "trees_added" flag to sector, or something
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* How 'bout making turbulence controlled so that for a given 2d position
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it can be completely turned off, and is usually so. This way generation
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can be sped up a lot.
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* Add a way to generate a block partly, so that trees are not added, like
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the chunks in v2
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* Add mud "discretely", not by guessing from the noise
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Mapgen v4:
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* only_from_disk might not work anymore - check and fix it.
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* Make the generator to run in background and not blocking block
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placement and transfer
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* Make chunks to be tiled vertically too
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* This will be the final way.
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* Generate blocks in the same way as chunks, by copying a voxelmanipulator
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from the map that is one block larger in all directions.
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Misc. stuff:
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------------
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108
src/map.cpp
108
src/map.cpp
@ -183,6 +183,9 @@ bool Map::isNodeUnderground(v3s16 p)
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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There is a duplicate implementation of this in VoxelManipulator,
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which is faster for large volumes
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*/
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void Map::unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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@ -366,6 +369,9 @@ void Map::unLightNeighbors(enum LightBank bank,
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/*
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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There is a duplicate implementation of this in VoxelManipulator,
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which is faster for large volumes
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*/
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void Map::spreadLight(enum LightBank bank,
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core::map<v3s16, bool> & from_nodes,
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@ -840,6 +846,8 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
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This is called after changing a node from transparent to opaque.
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The lighting value of the node should be left as-is after changing
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other values. This sets the lighting value to 0.
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NOTE: This takes almost no time, the slow one is updateMeshes.
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*/
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void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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core::map<v3s16, MapBlock*> &modified_blocks)
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@ -1036,6 +1044,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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}
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/*
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NOTE: This takes almost no time, the slow one is updateMeshes.
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*/
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void Map::removeNodeAndUpdate(v3s16 p,
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core::map<v3s16, MapBlock*> &modified_blocks)
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@ -1982,7 +1991,7 @@ bool get_have_sand_ground(u64 seed, v2f p)
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double sandnoise = noise2d_perlin(
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0.5+(float)p.X/500, 0.5+(float)p.Y/500,
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seed+54290232, 6, 0.65);
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return (sandnoise > 0.8);
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return (sandnoise > 1.0);
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}
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// -1->0, 0->1, 1->0
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@ -4079,7 +4088,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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{
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DSTACK(__FUNCTION_NAME);
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/*
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Don't generate if already fully generated
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*/
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@ -4095,6 +4103,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}
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}
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#if 0
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dstream<<"generateChunkRaw(): Generating chunk "
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<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
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<<std::endl;
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@ -4733,7 +4742,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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block->updateDayNightDiff();
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}
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}
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#endif
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/*
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Create chunk metadata
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@ -4947,7 +4956,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
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/*
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NOTE: This is not used for main map generation, only for blocks
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that are very high or low
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that are very high or low.
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NOTE: Now it is used mainly. Might change in the future.
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*/
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MapBlock * ServerMap::generateBlock(
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v3s16 p,
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@ -5130,17 +5140,14 @@ MapBlock * ServerMap::generateBlock(
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float surface_y_f = 0;
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s16 surface_y = 0;
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if(turbulence_is_used == false)
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{
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surface_y_f = base_rock_level_2d(m_seed, real_p2d_f),
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surface_y = surface_y_f;
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float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
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s16 noturb_surface_y = noturb_surface_y_f;
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// Get some statistics of surface height
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if(surface_y < lowest_ground_y)
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lowest_ground_y = surface_y;
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if(surface_y > highest_ground_y)
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highest_ground_y = surface_y;
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}
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if(noturb_surface_y < lowest_ground_y)
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lowest_ground_y = noturb_surface_y;
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if(noturb_surface_y > highest_ground_y)
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highest_ground_y = noturb_surface_y;
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for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
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{
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@ -5164,7 +5171,20 @@ MapBlock * ServerMap::generateBlock(
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bool is_ground = false;
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v3f real_pos_f = intToFloat(real_pos, 1);
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if(turbulence_is_used)
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bool turb_for_node = (turbulence_is_used
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&& real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
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bool is_cavern = false;
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if(is_carved(m_seed, real_pos_f))
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{
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is_ground = false;
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if(real_y < noturb_surface_y)
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is_cavern = true;
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}
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else
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{
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if(turb_for_node)
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{
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double depth_guess;
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is_ground = is_base_ground(m_seed,
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@ -5182,9 +5202,9 @@ MapBlock * ServerMap::generateBlock(
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}
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else
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{
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if(is_carved(m_seed, real_pos_f))
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is_ground = false;
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else
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surface_y = noturb_surface_y;
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}
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is_ground = (real_y <= surface_y);
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}
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@ -5192,7 +5212,7 @@ MapBlock * ServerMap::generateBlock(
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if(is_ground == false)
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{
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// If under water level, it's water
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if(real_y < WATER_LEVEL)
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if(real_y < WATER_LEVEL && !is_cavern)
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{
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n.d = water_material;
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u8 dist = 16;
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@ -7181,8 +7201,6 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
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void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
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{
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assert(mapType() == MAPTYPE_CLIENT);
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try{
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v3s16 p = blockpos + v3s16(0,0,0);
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MapBlock *b = getBlockNoCreate(p);
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@ -7208,25 +7226,41 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
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b->updateMesh(daynight_ratio);
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}
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catch(InvalidPositionException &e){}
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/*// Trailing edge
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try{
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v3s16 p = blockpos + v3s16(1,0,0);
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MapBlock *b = getBlockNoCreate(p);
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}
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/*
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Update mesh of block in which the node is, and if the node is at the
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leading edge, update the appropriate leading blocks too.
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*/
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void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
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{
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v3s16 dirs[4] = {
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v3s16(0,0,0),
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v3s16(-1,0,0),
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v3s16(0,-1,0),
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v3s16(0,0,-1),
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};
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v3s16 blockposes[4];
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for(u32 i=0; i<4; i++)
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{
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v3s16 np = nodepos + dirs[i];
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blockposes[i] = getNodeBlockPos(np);
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// Don't update mesh of block if it has been done already
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bool already_updated = false;
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for(u32 j=0; j<i; j++)
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{
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if(blockposes[j] == blockposes[i])
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{
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already_updated = true;
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break;
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}
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}
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if(already_updated)
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continue;
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// Update mesh
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MapBlock *b = getBlockNoCreate(blockposes[i]);
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b->updateMesh(daynight_ratio);
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}
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catch(InvalidPositionException &e){}
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try{
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v3s16 p = blockpos + v3s16(0,1,0);
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MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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}
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catch(InvalidPositionException &e){}
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try{
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v3s16 p = blockpos + v3s16(0,0,1);
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MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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}
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catch(InvalidPositionException &e){}*/
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}
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void ClientMap::PrintInfo(std::ostream &out)
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@ -679,7 +679,7 @@ public:
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void updateMeshes(v3s16 blockpos, u32 daynight_ratio);
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// Update meshes that touch the node
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//void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
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void updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio);
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// For debug printing
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virtual void PrintInfo(std::ostream &out);
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return dtime;
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}
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const v3s16 g_6dirs[6] =
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{
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// +right, +top, +back
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v3s16( 0, 0, 1), // back
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v3s16( 0, 1, 0), // top
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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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const v3s16 g_26dirs[26] =
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{
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// +right, +top, +back
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@ -34,6 +34,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "exceptions.h"
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#include "porting.h"
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extern const v3s16 g_6dirs[6];
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extern const v3s16 g_26dirs[26];
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// 26th is (0,0,0)
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