* 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.
This commit is contained in:
Nils Dagsson Moskopp 2011-07-14 16:17:50 +02:00
parent 5383aa847f
commit 5146c826be
3 changed files with 44 additions and 8 deletions

@ -276,6 +276,7 @@ void content_mapnode_init()
f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
i = CONTENT_WATERSOURCE;
f = &content_features(i);
@ -307,6 +308,7 @@ void content_mapnode_init()
f->liquid_type = LIQUID_SOURCE;
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
i = CONTENT_TORCH;
f = &content_features(i);

@ -1204,16 +1204,24 @@ void Map::removeNodeAndUpdate(v3s16 p,
/*
Add neighboring liquid nodes to transform queue.
Also add horizontal neighbors of node on top of removed node
because they could be affected of the water on top flowing
down instead of into them.
*/
v3s16 dirs[6] = {
v3s16 dirs[10] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,1,0), // topright
v3s16(-1,1,0), // topleft
v3s16(0,1,1), // topback
v3s16(0,1,-1), // topfront
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
for(u16 i=0; i<6; i++)
for(u16 i=0; i<10; i++)
{
try
{
@ -1510,6 +1518,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
// Turn possible source into non-source
u8 nonsource_c = make_liquid_flowing(n0.d);
// Counts surrounding liquid source blocks
u8 surrounding_sources = 0;
/*
If not source, check that some node flows into this one
and what is the level of liquid in this one
@ -1547,7 +1558,9 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
bool n2_is_source = !content_flowing_liquid(n2.d);
s8 n2_liquid_level = 8;
if(n2_is_source == false)
if(n2_is_source)
surrounding_sources++;
else
n2_liquid_level = n2.param2 & 0x07;
s8 new_liquid_level = -1;
@ -1561,7 +1574,20 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
else if(n2_liquid_level > 0)
{
new_liquid_level = n2_liquid_level - 1;
// If the neighbor node isn't a source and flows downwards,
// it doesn't flow into this node
if (n2_is_source)
{
new_liquid_level = n2_liquid_level - 1;
}
else
{
// Node below n2
MapNode n3 = getNodeNoEx(p2 + v3s16(0,-1,0));
// NOTE: collision of different liquids not yet handled here.
if (content_features(n3.d).liquid_type != LIQUID_FLOWING)
new_liquid_level = n2_liquid_level - 1;
}
}
if(new_liquid_level > new_liquid_level_max)
@ -1577,9 +1603,14 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
If liquid level should be something else, update it and
add all the neighboring water nodes to the transform queue.
*/
if(new_liquid_level_max != liquid_level)
if(new_liquid_level_max != liquid_level || (!is_source && surrounding_sources >= 2))
{
if(new_liquid_level_max == -1)
if (surrounding_sources >= 2)
{
n0.d = content_features(n0.d).liquid_alternative_source;
setNode(p0,n0);
}
else if(new_liquid_level_max == -1)
{
// Remove water alltoghether
n0.d = CONTENT_AIR;
@ -1589,6 +1620,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
else
{
n0.param2 = new_liquid_level_max;
liquid_level = new_liquid_level_max;
setNode(p0, n0);
}
@ -1706,7 +1738,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
else
{
if(liquid_next_level > liquid_level)
if(liquid_next_level > n2_liquid_level)
{
n2.param2 = liquid_next_level;
setNode(p2, n2);

@ -141,8 +141,10 @@ struct ContentFeatures
NodeMetadata *initial_metadata;
// If the content is liquid, this is the flowing version of the liquid.
// If content is liquid, this is the same content.
// If content is flowing liquid, this is the same content.
u8 liquid_alternative_flowing;
// If the content is liquid, this is the source version of the liquid.
u8 liquid_alternative_source;
// Amount of light the node emits
u8 light_source;