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new adjustable finite liquid
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@ -27,7 +27,7 @@ minetest.register_alias("mapgen_mese", "default:mese")
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-- Ore generation
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--
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, ore_per_chunk, height_min, height_max)
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, ore_per_chunk, height_min, height_max, param2)
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if maxp.y < height_min or minp.y > height_max then
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return
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end
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@ -57,7 +57,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
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local z2 = z0+z1
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local p2 = {x=x2, y=y2, z=z2}
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if minetest.env:get_node(p2).name == wherein then
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minetest.env:set_node(p2, {name=name})
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minetest.env:set_node(p2, {name=name, param2=param2})
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end
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end
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end
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@ -110,5 +110,11 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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end
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if minetest.setting_get("liquid_finite") then
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generate_ore("default:water_source", "default:stone", minp, maxp, seed+42, 1/24/24/24, 4, -100, -10, 128)
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generate_ore("default:water_source", "default:stone", minp, maxp, seed+42, 1/28/28/28, 3, -10000, -101, 128)
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generate_ore("default:lava_source", "default:stone", minp, maxp, seed+43, 1/38/38/38, 2, -500, -100, 128)
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generate_ore("default:lava_source", "default:stone", minp, maxp, seed+43, 1/30/30/30, 4, -31000, -501, 128)
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end
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end)
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@ -90,6 +90,14 @@
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#enable_fog = true
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# Enable a bit lower water surface; disable for speed (not quite optimized)
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#new_style_water = false
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# Constant volume liquids
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#liquid_finite = false
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# Update liquids every .. recommend for finite: 0.2
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#liquid_update = 1.0
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# When finite liquid: relax flowing blocks to source if level near max and N nearby source blocks, more realistic, but not true constant. values: 0,1,2,3,4 : 0 - disable, 1 - most aggresive
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#liquid_relax = 1
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# optimization: faster cave flood (and not true constant)
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#liquid_fast_flood = 1
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# Enable nice leaves; disable for speed
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#new_style_leaves = true
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# Enable smooth lighting with simple ambient occlusion;
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "mapblock.h" // For getNodeBlockPos
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#include "treegen.h" // For treegen::make_tree
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#include "main.h" // for g_settings
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#include "map.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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@ -146,11 +147,42 @@ public:
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}
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};
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class LiquidFlowABM : public ActiveBlockModifier
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{
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private:
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std::set<std::string> contents;
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public:
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LiquidFlowABM(ServerEnvironment *env, INodeDefManager *nodemgr)
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{
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std::set<content_t> liquids;
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nodemgr->getIds("group:liquid", liquids);
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for(std::set<content_t>::const_iterator k = liquids.begin(); k != liquids.end(); k++)
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contents.insert(nodemgr->get(*k).liquid_alternative_flowing);
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}
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virtual std::set<std::string> getTriggerContents()
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{
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return contents;
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}
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virtual float getTriggerInterval()
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{ return 10.0; }
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virtual u32 getTriggerChance()
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{ return 10; }
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n)
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{
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ServerMap *map = &env->getServerMap();
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if (map->transforming_liquid_size() < 500)
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map->transforming_liquid_add(p);
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//if ((*map).m_transforming_liquid.size() < 500) (*map).m_transforming_liquid.push_back(p);
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}
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};
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void add_legacy_abms(ServerEnvironment *env, INodeDefManager *nodedef)
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{
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env->addActiveBlockModifier(new GrowGrassABM());
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env->addActiveBlockModifier(new RemoveGrassABM());
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env->addActiveBlockModifier(new MakeTreesFromSaplingsABM());
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if (g_settings->getBool("liquid_finite"))
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env->addActiveBlockModifier(new LiquidFlowABM(env, nodedef));
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}
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@ -261,7 +261,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing)
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level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
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+ 0.5) / 8.0 * node_liquid_level) * BS;
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+ 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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@ -324,7 +324,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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}
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if(air_count >= 2)
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cornerlevel = -0.5*BS;
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cornerlevel = -0.5*BS+0.1;
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else if(valid_count > 0)
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cornerlevel /= valid_count;
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corner_levels[i] = cornerlevel;
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@ -201,6 +201,11 @@ void set_default_settings(Settings *settings)
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//mapgen related things
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settings->setDefault("mg_name", "v6");
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settings->setDefault("water_level", "1");
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settings->setDefault("liquid_finite", "false");
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settings->setDefault("liquid_update", "1.0");
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settings->setDefault("liquid_relax", "1");
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settings->setDefault("liquid_fast_flood", "1");
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settings->setDefault("chunksize", "5");
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settings->setDefault("mg_flags", "trees, caves, v6_biome_blend");
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settings->setDefault("mgv6_freq_desert", "0.45");
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312
src/map.cpp
312
src/map.cpp
@ -1613,10 +1613,322 @@ struct NodeNeighbor {
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MapNode n;
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NeighborType t;
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v3s16 p;
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bool l; //can liquid
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bool i; //infinity
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};
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void Map::transforming_liquid_add(v3s16 p) {
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m_transforming_liquid.push_back(p);
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}
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s32 Map::transforming_liquid_size() {
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return m_transforming_liquid.size();
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}
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const v3s16 g_7dirs[7] =
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{
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// +right, +top, +back
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v3s16( 0,-1, 0), // bottom
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v3s16( 0, 0, 0), // self
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v3s16( 0, 0, 1), // back
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v3s16( 0, 0,-1), // front
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v3s16( 1, 0, 0), // right
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v3s16(-1, 0, 0), // left
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v3s16( 0, 1, 0) // top
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};
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#define D_BOTTOM 0
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#define D_TOP 6
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#define D_SELF 1
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void Map::transformLiquidsFinite(core::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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DSTACK(__FUNCTION_NAME);
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//TimeTaker timer("transformLiquids()");
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u32 loopcount = 0;
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u32 initial_size = m_transforming_liquid.size();
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u8 relax = g_settings->getS16("liquid_relax");
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bool fast_flood = g_settings->getS16("liquid_fast_flood");
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int water_level = g_settings->getS16("water_level");
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/*if(initial_size != 0)
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infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
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// list of nodes that due to viscosity have not reached their max level height
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UniqueQueue<v3s16> must_reflow, must_reflow_second;
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// List of MapBlocks that will require a lighting update (due to lava)
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core::map<v3s16, MapBlock*> lighting_modified_blocks;
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while(m_transforming_liquid.size() > 0)
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{
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// This should be done here so that it is done when continue is used
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if(loopcount >= initial_size || loopcount >= 1000)
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break;
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loopcount++;
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/*
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Get a queued transforming liquid node
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*/
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v3s16 p0 = m_transforming_liquid.pop_front();
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u16 total_level = 0;
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NodeNeighbor neighbors[7]; // surrounding flowing liquid nodes
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s8 liquid_levels[7] = {-1, -1, -1, -1, -1, -1, -1}; // current level of every block
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s8 liquid_levels_want[7] = {-1, -1, -1, -1, -1, -1, -1}; // target levels
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s8 can_liquid_same_level = 0;
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content_t liquid_kind = CONTENT_IGNORE;
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content_t liquid_kind_flowing = CONTENT_IGNORE;
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/*
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Collect information about the environment
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*/
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const v3s16 *dirs = g_7dirs;
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for (u16 i = 0; i < 7; i++) {
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NeighborType nt = NEIGHBOR_SAME_LEVEL;
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switch (i) {
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case D_TOP:
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nt = NEIGHBOR_UPPER;
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break;
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case D_BOTTOM:
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nt = NEIGHBOR_LOWER;
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break;
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}
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v3s16 npos = p0 + dirs[i];
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neighbors[i].n = getNodeNoEx(npos);
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neighbors[i].t = nt;
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neighbors[i].p = npos;
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neighbors[i].l = 0;
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neighbors[i].i = 0;
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NodeNeighbor & nb = neighbors[i];
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switch (nodemgr->get(nb.n.getContent()).liquid_type) {
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case LIQUID_NONE:
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if (nb.n.getContent() == CONTENT_AIR) {
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liquid_levels[i] = 0;
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nb.l = 1;
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}
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break;
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case LIQUID_SOURCE:
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// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
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if (liquid_kind_flowing == CONTENT_IGNORE)
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liquid_kind_flowing = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
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if (liquid_kind == CONTENT_IGNORE)
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liquid_kind = nb.n.getContent();
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if (nb.n.getContent() == liquid_kind) {
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liquid_levels[i] = LIQUID_LEVEL_SOURCE;
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nb.l = 1;
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nb.i = (nb.n.param2 & LIQUID_INFINITY_MASK);
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}
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break;
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case LIQUID_FLOWING:
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// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
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if (liquid_kind_flowing == CONTENT_IGNORE)
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liquid_kind_flowing = nb.n.getContent();
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if (liquid_kind == CONTENT_IGNORE)
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liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_source);
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if (nb.n.getContent() == liquid_kind_flowing) {
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liquid_levels[i] = (nb.n.param2 & LIQUID_LEVEL_MASK);
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nb.l = 1;
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}
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break;
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}
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if (nb.l && nb.t == NEIGHBOR_SAME_LEVEL) ++can_liquid_same_level;
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if (liquid_levels[i] > 0) total_level += liquid_levels[i];
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/*
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infostream << "get node i=" <<(int)i<<" " << PP(npos) << " c="<<nb.n.getContent() <<" p0="<< (int)nb.n.param0 <<" p1="<< (int)nb.n.param1 <<" p2="<< (int)nb.n.param2 << " lt="<<nodemgr->get(nb.n.getContent()).liquid_type
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//<< " lk=" << liquid_kind << " lkf=" << liquid_kind_flowing
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<< " l="<< nb.l << " inf="<< nb.i << " nlevel=" << (int)liquid_levels[i] << " tlevel=" << (int)total_level << " cansame="<<(int)can_liquid_same_level<<std::endl;
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*/
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}
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if (liquid_kind == CONTENT_IGNORE || !neighbors[D_SELF].l || total_level <= 0)
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continue;
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// fill bottom block
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if (neighbors[D_BOTTOM].l) {
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liquid_levels_want[D_BOTTOM] = total_level > LIQUID_LEVEL_SOURCE ? LIQUID_LEVEL_SOURCE : total_level;
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total_level -= liquid_levels_want[D_BOTTOM];
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}
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if (relax && p0.Y <= water_level && liquid_levels[D_TOP] == 0 && total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level - can_liquid_same_level + 2 && can_liquid_same_level >= relax + 1) { //relax up
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total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
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}
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// calculate self level 5 blocks
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u8 want_level =
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total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
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? LIQUID_LEVEL_SOURCE
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: total_level / can_liquid_same_level;
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total_level -= want_level * can_liquid_same_level;
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if (relax && p0.Y > water_level && liquid_levels[D_TOP] == 0 && liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE && want_level == 0 && total_level <= can_liquid_same_level - 2 && can_liquid_same_level >= relax + 1) { //relax down
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total_level = 0;
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}
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for (u16 ii = D_SELF; ii < D_TOP; ++ii) { // fill only same level
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if (!neighbors[ii].l)
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continue;
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liquid_levels_want[ii] = want_level;
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if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0
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&& liquid_levels[ii] > liquid_levels_want[ii]
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) {
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++liquid_levels_want[ii];
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--total_level;
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}
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}
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for (u16 ii = 0; ii < 7; ++ii) {
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if (total_level < 1) break;
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if (liquid_levels_want[ii] >= 0 && liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE) {
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++liquid_levels_want[ii];
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--total_level;
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}
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}
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// fill top block if can
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if (neighbors[D_TOP].l) {
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liquid_levels_want[D_TOP] = total_level > LIQUID_LEVEL_SOURCE ? LIQUID_LEVEL_SOURCE : total_level ;
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total_level -= liquid_levels_want[D_TOP];
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}
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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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(neighbors[ii].i ||
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(fast_flood && p0.Y < water_level &&
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(initial_size >= 1000
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&& ii != D_TOP
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&& want_level >= LIQUID_LEVEL_SOURCE/4
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&& can_liquid_same_level >= 5
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&& liquid_levels[D_TOP] >= LIQUID_LEVEL_SOURCE))))
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liquid_levels_want[ii] = LIQUID_LEVEL_SOURCE;
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//if (total_level > 0 /*|| flowed != volume*/) infostream <<" AFTER level=" << (int)total_level /*<< " flowed="<<flowed<< " volume=" <<volume*/<< " wantsame="<<(int)want_level<< " top="<< (int)liquid_levels_want[D_TOP]<< " topwas="<< (int)liquid_levels[D_TOP]<< " bot="<< (int)liquid_levels_want[D_BOTTOM]<<std::endl;
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u8 changed = 0;
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for (u16 i = 0; i < 7; i++) {
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if (liquid_levels_want[i] < 0 || !neighbors[i].l)
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continue;
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MapNode & n0 = neighbors[i].n;
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p0 = neighbors[i].p;
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/*
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decide on the type (and possibly level) of the current node
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*/
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content_t new_node_content;
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s8 new_node_level = -1;
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u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
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if (viscosity > 1 && liquid_levels_want[i] != liquid_levels[i]) {
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// amount to gain, limited by viscosity
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// must be at least 1 in absolute value
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s8 level_inc = liquid_levels_want[i] - liquid_levels[i];
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if (level_inc < -viscosity || level_inc > viscosity)
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new_node_level = liquid_levels[i] + level_inc/viscosity;
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else if (level_inc < 0)
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new_node_level = liquid_levels[i] - 1;
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else if (level_inc > 0)
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new_node_level = liquid_levels[i] + 1;
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} else
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new_node_level = liquid_levels_want[i];
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if (new_node_level >= LIQUID_LEVEL_SOURCE)
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new_node_content = liquid_kind;
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else if (new_node_level > 0)
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new_node_content = liquid_kind_flowing;
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else
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new_node_content = CONTENT_AIR;
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// last level must flow down on stairs
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if (liquid_levels_want[i] != liquid_levels[i] && liquid_levels[D_TOP] <= 0 && !neighbors[D_BOTTOM].l && new_node_level >= 1 && new_node_level <= 2) //maybe == 1 //
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for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level
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if (!neighbors[ii].l)
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continue;
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must_reflow_second.push_back(p0 + dirs[ii]);
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}
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/*
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check if anything has changed. if not, just continue with the next node.
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*/
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if (
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new_node_content == n0.getContent()
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&& (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
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((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level
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// &&((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)== flowing_down
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))
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&&
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(nodemgr->get(n0.getContent()).liquid_type != LIQUID_SOURCE ||
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(((n0.param2 & LIQUID_INFINITY_MASK) == LIQUID_INFINITY_MASK) == neighbors[i].i
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))
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) {
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continue;
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}
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++changed;
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/*
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update the current node
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*/
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if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
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// set level to last 3 bits, flowing down bit to 4th bit
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n0.param2 = (new_node_level & LIQUID_LEVEL_MASK);
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} else if (nodemgr->get(new_node_content).liquid_type == LIQUID_SOURCE) {
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//n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
|
||||
n0.param2 = (neighbors[i].i ? LIQUID_INFINITY_MASK : 0x00);
|
||||
}
|
||||
//infostream << "set node i=" <<(int)i<<" "<< PP(p0)<< " nc="<<new_node_content<< " p2="<<(int)n0.param2<< " nl="<<(int)new_node_level<<std::endl;
|
||||
n0.setContent(new_node_content);
|
||||
// Find out whether there is a suspect for this action
|
||||
std::string suspect;
|
||||
if(m_gamedef->rollback()){
|
||||
suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
|
||||
}
|
||||
|
||||
if(!suspect.empty()){
|
||||
// Blame suspect
|
||||
RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
|
||||
// Get old node for rollback
|
||||
RollbackNode rollback_oldnode(this, p0, m_gamedef);
|
||||
// Set node
|
||||
setNode(p0, n0);
|
||||
// Report
|
||||
RollbackNode rollback_newnode(this, p0, m_gamedef);
|
||||
RollbackAction action;
|
||||
action.setSetNode(p0, rollback_oldnode, rollback_newnode);
|
||||
m_gamedef->rollback()->reportAction(action);
|
||||
} else {
|
||||
// Set node
|
||||
setNode(p0, n0);
|
||||
}
|
||||
|
||||
v3s16 blockpos = getNodeBlockPos(p0);
|
||||
MapBlock *block = getBlockNoCreateNoEx(blockpos);
|
||||
if(block != NULL) {
|
||||
modified_blocks.insert(blockpos, block);
|
||||
// If node emits light, MapBlock requires lighting update
|
||||
if(nodemgr->get(n0).light_source != 0)
|
||||
lighting_modified_blocks[block->getPos()] = block;
|
||||
}
|
||||
must_reflow.push_back(neighbors[i].p);
|
||||
}
|
||||
/* //for better relax
|
||||
if (changed) for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level
|
||||
if (!neighbors[ii].l) continue;
|
||||
must_reflow.push_back(p0 + dirs[ii]);
|
||||
}*/
|
||||
}
|
||||
//if (loopcount) infostream<<"Map::transformLiquids(): loopcount="<<loopcount<<" reflow="<<must_reflow.size()<<" queue="<< m_transforming_liquid.size()<<std::endl;
|
||||
while (must_reflow.size() > 0)
|
||||
m_transforming_liquid.push_back(must_reflow.pop_front());
|
||||
while (must_reflow_second.size() > 0)
|
||||
m_transforming_liquid.push_back(must_reflow_second.pop_front());
|
||||
updateLighting(lighting_modified_blocks, modified_blocks);
|
||||
}
|
||||
|
||||
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
||||
{
|
||||
|
||||
if (g_settings->getBool("liquid_finite")) return Map::transformLiquidsFinite(modified_blocks);
|
||||
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
DSTACK(__FUNCTION_NAME);
|
||||
|
@ -300,6 +300,7 @@ public:
|
||||
virtual void PrintInfo(std::ostream &out);
|
||||
|
||||
void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
|
||||
void transformLiquidsFinite(core::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
/*
|
||||
Node metadata
|
||||
@ -328,6 +329,9 @@ public:
|
||||
Variables
|
||||
*/
|
||||
|
||||
void transforming_liquid_add(v3s16 p);
|
||||
s32 transforming_liquid_size();
|
||||
|
||||
protected:
|
||||
|
||||
std::ostream &m_dout; // A bit deprecated, could be removed
|
||||
|
@ -67,10 +67,15 @@ enum LightBank
|
||||
#define LIQUID_LEVEL_MASK 0x07
|
||||
#define LIQUID_FLOW_DOWN_MASK 0x08
|
||||
|
||||
//#define LIQUID_LEVEL_MASK 0x3f // better finite water
|
||||
//#define LIQUID_FLOW_DOWN_MASK 0x40 // not used when finite water
|
||||
|
||||
/* maximum amount of liquid in a block */
|
||||
#define LIQUID_LEVEL_MAX LIQUID_LEVEL_MASK
|
||||
#define LIQUID_LEVEL_SOURCE (LIQUID_LEVEL_MAX+1)
|
||||
|
||||
#define LIQUID_INFINITY_MASK 0x80 //0b10000000
|
||||
|
||||
/*
|
||||
This is the stuff what the whole world consists of.
|
||||
*/
|
||||
|
@ -961,6 +961,7 @@ Server::Server(
|
||||
m_ignore_map_edit_events_peer_id(0)
|
||||
{
|
||||
m_liquid_transform_timer = 0.0;
|
||||
m_liquid_transform_every = 1.0;
|
||||
m_print_info_timer = 0.0;
|
||||
m_masterserver_timer = 0.0;
|
||||
m_objectdata_timer = 0.0;
|
||||
@ -1136,6 +1137,8 @@ Server::Server(
|
||||
Add some test ActiveBlockModifiers to environment
|
||||
*/
|
||||
add_legacy_abms(m_env, m_nodedef);
|
||||
|
||||
m_liquid_transform_every = g_settings->getFloat("liquid_update");
|
||||
}
|
||||
|
||||
Server::~Server()
|
||||
@ -1452,9 +1455,9 @@ void Server::AsyncRunStep()
|
||||
|
||||
/* Transform liquids */
|
||||
m_liquid_transform_timer += dtime;
|
||||
if(m_liquid_transform_timer >= 1.00)
|
||||
if(m_liquid_transform_timer >= m_liquid_transform_every)
|
||||
{
|
||||
m_liquid_transform_timer -= 1.00;
|
||||
m_liquid_transform_timer -= m_liquid_transform_every;
|
||||
|
||||
JMutexAutoLock lock(m_env_mutex);
|
||||
|
||||
|
@ -719,6 +719,7 @@ private:
|
||||
|
||||
// Some timers
|
||||
float m_liquid_transform_timer;
|
||||
float m_liquid_transform_every;
|
||||
float m_print_info_timer;
|
||||
float m_masterserver_timer;
|
||||
float m_objectdata_timer;
|
||||
|
Loading…
Reference in New Issue
Block a user