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some generation-time mud flow tweaking
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9b1b57a523
commit
71dbee43d0
@ -27,7 +27,7 @@ void set_default_settings()
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g_settings.setDefault("wanted_fps", "30");
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g_settings.setDefault("fps_max", "60");
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g_settings.setDefault("viewing_range_nodes_max", "300");
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g_settings.setDefault("viewing_range_nodes_min", "28");
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g_settings.setDefault("viewing_range_nodes_min", "35");
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g_settings.setDefault("screenW", "800");
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g_settings.setDefault("screenH", "600");
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g_settings.setDefault("port", "");
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@ -350,6 +350,8 @@ Doing now:
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- Needs method SyncProcessData
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* What is the problem with the server constantly saving one or a few
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blocks? List the first saved block, maybe it explains.
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* Water doesn't start flowing after map generation like it should
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* Better water generation
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======================================================================
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@ -2775,7 +2777,8 @@ int main(int argc, char *argv[])
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if(g_settings.getBool("enable_fog") == true)
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{
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f32 range = draw_control.wanted_range * BS;
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//f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;
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f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/3*BS;
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if(draw_control.range_all)
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range = 100000*BS;
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171
src/map.cpp
171
src/map.cpp
@ -1455,7 +1455,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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u32 loopcount = 0;
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u32 initial_size = m_transforming_liquid.size();
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//dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;
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if(initial_size != 0)
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dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;
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while(m_transforming_liquid.size() != 0)
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{
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@ -2321,9 +2322,13 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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Randomize some parameters
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*/
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u32 stone_obstacle_amount =
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myrand_range(0, myrand_range(20, 150));
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//myrand_range(0, myrand_range(20, myrand_range(80,150)));
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u32 stone_obstacle_amount = 0;
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if(myrand() % 2 == 0)
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stone_obstacle_amount = myrand_range(0, myrand_range(20, 150));
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else
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stone_obstacle_amount = myrand_range(0, myrand_range(20, 50));
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//u32 stone_obstacle_amount =
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// myrand_range(0, myrand_range(20, myrand_range(80,150)));
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/*
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Loop this part, it will make stuff look older and newer nicely
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@ -2375,7 +2380,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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);
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// Minimum space left on top of the obstacle
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s16 min_head_space = 10;
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s16 min_head_space = 12;
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for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
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for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
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@ -2449,7 +2454,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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}
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// Add mud
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count = 0;
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for(; y<=y_nodes_max; y++)
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for(; y<=y_nodes_max - min_head_space; y++)
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{
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MapNode &n = vmanip.m_data[i];
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n.d = CONTENT_MUD;
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@ -2587,11 +2592,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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s16 d1 = d0 + rs - 1;
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for(s16 z0=d0; z0<=d1; z0++)
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{
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s16 si = rs - abs(z0);
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s16 si = rs - MYMAX(0, abs(z0)-rs/4);
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for(s16 x0=-si; x0<=si-1; x0++)
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{
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s16 maxabsxz = abs(x0)>abs(z0)?abs(x0):abs(z0);
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s16 si2 = rs - maxabsxz;
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s16 maxabsxz = MYMAX(abs(x0), abs(z0));
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s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
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//s16 si2 = rs - abs(x0);
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for(s16 y0=-si2+1; y0<=si2-1; y0++)
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{
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@ -2638,7 +2643,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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/*
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Make ore veins
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*/
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for(u32 jj=0; jj<relative_volume/524; jj++)
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for(u32 jj=0; jj<relative_volume/2000; jj++)
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{
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s16 max_vein_diameter = 3;
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@ -2768,6 +2773,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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Add mud to the central chunk
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*/
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s16 mud_add_amount = myrand_range(1, 5);
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for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
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for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
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{
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@ -2802,7 +2809,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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MapNode &n = vmanip.m_data[i];
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n.d = CONTENT_MUD;
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mudcount++;
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if(mudcount >= 3)
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if(mudcount >= mud_add_amount)
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break;
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vmanip.m_area.add_y(em, i, 1);
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@ -2838,11 +2845,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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leaving out removing light from the borders for optimization
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and simplicity.
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*/
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for(s16 x=0-max_spread_amount+2;
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/*for(s16 x=0-max_spread_amount+2;
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x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
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x++)
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for(s16 z=0-max_spread_amount+2;
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z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
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z++)*/
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for(s16 x=0-max_spread_amount+1;
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x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
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x++)
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for(s16 z=0-max_spread_amount+1;
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z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
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z++)
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{
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// Node position in 2d
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@ -2850,74 +2863,92 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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v3s16 em = vmanip.m_area.getExtent();
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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// Go to ground level
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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s16 y=y_nodes_max;
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for(;;)
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{
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MapNode &n = vmanip.m_data[i];
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//if(n.d != CONTENT_AIR)
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if(content_walkable(n.d))
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MapNode *n = NULL;
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// Find mud
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for(; y>=y_nodes_min; y--)
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{
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n = &vmanip.m_data[i];
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//if(content_walkable(n->d))
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// break;
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if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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// Stop if out of area
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//if(vmanip.m_area.contains(i) == false)
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if(y < y_nodes_min)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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/*// If not mud, do nothing to it
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MapNode *n = &vmanip.m_data[i];
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if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
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continue;*/
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// If not mud, do nothing to it
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MapNode *n = &vmanip.m_data[i];
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if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
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continue;
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// Make it exactly mud
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n->d = CONTENT_MUD;
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// Make it exactly mud
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n->d = CONTENT_MUD;
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/*s16 recurse_count = 0;
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mudflow_recurse:*/
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v3s16 dirs4[4] = {
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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v3s16 dirs4[4] = {
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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// Drop mud on side
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// Drop mud on side
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for(u32 di=0; di<4; di++)
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{
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v3s16 dirp = dirs4[di];
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u32 i2 = i;
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// Check that side is air
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vmanip.m_area.add_p(em, i2, dirp);
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MapNode *n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Check that under side is air
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vmanip.m_area.add_y(em, i2, -1);
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n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Loop further down until not air
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do{
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for(u32 di=0; di<4; di++)
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{
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v3s16 dirp = dirs4[di];
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u32 i2 = i;
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// Move to side
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vmanip.m_area.add_p(em, i2, dirp);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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// Check that side is air
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MapNode *n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Check that under side is air
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vmanip.m_area.add_y(em, i2, -1);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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if(content_walkable(n2->d))
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continue;
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// Loop further down until not air
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do{
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vmanip.m_area.add_y(em, i2, -1);
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// Fail if out of area
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if(vmanip.m_area.contains(i2) == false)
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continue;
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n2 = &vmanip.m_data[i2];
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}while(content_walkable(n2->d) == false);
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// Loop one up so that we're in air
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vmanip.m_area.add_y(em, i2, 1);
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n2 = &vmanip.m_data[i2];
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}while(content_walkable(n2->d) == false);
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// Loop one up so that we're in air
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vmanip.m_area.add_y(em, i2, 1);
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n2 = &vmanip.m_data[i2];
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// Move mud to new place
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*n2 = *n;
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// Set old place to be air
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*n = MapNode(CONTENT_AIR);
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// Move mud to new place
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*n2 = *n;
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// Set old place to be air
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*n = MapNode(CONTENT_AIR);
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#if 0
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// Switch mud and other and change mud source to air
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//MapNode tempnode = *n2;
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*n2 = *n;
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//*n = tempnode;
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// Force old mud position to be air
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n->d = CONTENT_AIR;
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#endif
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// Done
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break;
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}
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// Done
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break;
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// Continue from next y
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y--;
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}
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}
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@ -4683,6 +4714,12 @@ void ServerMap::save(bool only_changed)
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{
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saveBlock(block);
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block_count++;
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/*dstream<<"ServerMap: Written block ("
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<<block->getPos().X<<","
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<<block->getPos().Y<<","
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<<block->getPos().Z<<")"
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<<std::endl;*/
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}
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}
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}
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@ -1829,5 +1829,11 @@ inline bool string_allowed(const std::string &s, const std::string &allowed_char
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return true;
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}
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/*
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Some helper stuff
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*/
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#define MYMIN(a,b) ((a)<(b)?(a):(b))
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#define MYMAX(a,b) ((a)>(b)?(a):(b))
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#endif
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@ -152,6 +152,10 @@ public:
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p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
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);
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}
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bool contains(s32 i) const
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{
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return (i >= 0 && i < getVolume());
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}
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bool operator==(const VoxelArea &other) const
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{
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return (MinEdge == other.MinEdge
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