Newer
Older
// to 0.
// This also collects the nodes at the border which will spread
// light again into this.
unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
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/*
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
if(node_under_sunlight && ndef->get(n).sunlight_propagates)
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
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/*
Remove node metadata
*/
removeNodeMetadata(p);
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/*
Set the node on the map
*/
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If node is under sunlight and doesn't let sunlight through,
take all sunlighted nodes under it and clear light from them
and from where the light has been spread.
TODO: This could be optimized by mass-unlighting instead
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of looping
if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
//m_dout<<DTIME<<"y="<<y<<std::endl;
v3s16 n2pos(p.X, y, p.Z);
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MapNode n2;
try{
n2 = getNode(n2pos);
}
catch(InvalidPositionException &e)
{
break;
}
if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
n2.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(n2pos, n2);
}
else
break;
}
}
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
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/*
Spread light from all nodes that might be capable of doing so
*/
spreadLight(bank, light_sources, modified_blocks);
}
/*
Update information about whether day and night light differ
*/
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
i->second->expireDayNightDiff();
/*
Report for rollback
*/
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
RollbackAction action;
action.setSetNode(p, rollback_oldnode, rollback_newnode);
m_gamedef->rollback()->reportAction(action);
}
/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
*/
v3s16 dirs[7] = {
v3s16(0,0,0), // self
v3s16(0,0,1), // back
v3s16(0,1,0), // top
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<7; i++)
{
try
{
v3s16 p2 = p + dirs[i];
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MapNode n2 = getNode(p2);
if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
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}catch(InvalidPositionException &e)
{
}
}
}
/*
*/
void Map::removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks)
INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
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/*
Collect old node for rollback
*/
RollbackNode rollback_oldnode(this, p, m_gamedef);
/*
If there is a node at top and it doesn't have sunlight,
there will be no sunlight going down.
*/
try{
MapNode topnode = getNode(toppos);
if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
enum LightBank banks[] =
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
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/*
Unlight neighbors (in case the node is a light source)
*/
unLightNeighbors(bank, p,
getNode(p).getLight(bank, ndef),
/*
Remove node metadata
*/
removeNodeMetadata(p);
Remove the node.
This also clears the lighting.
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for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
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/*
Recalculate lighting
*/
spreadLight(bank, light_sources, modified_blocks);
}
// Add the block of the removed node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks[blockpos] = block;
/*
If the removed node was under sunlight, propagate the
sunlight down from it and then light all neighbors
of the propagated blocks.
*/
if(node_under_sunlight)
{
s16 ybottom = propagateSunlight(p, modified_blocks);
/*m_dout<<DTIME<<"Node was under sunlight. "
"Propagating sunlight";
m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
s16 y = p.Y;
for(; y >= ybottom; y--)
{
v3s16 p2(p.X, y, p.Z);
/*m_dout<<DTIME<<"lighting neighbors of node ("
<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
<<std::endl;*/
lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
}
}
else
{
// Set the lighting of this node to 0
// TODO: Is this needed? Lighting is cleared up there already.
n.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(p, n);
}
catch(InvalidPositionException &e)
{
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
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// Get the brightest neighbour node and propagate light from it
v3s16 n2p = getBrightestNeighbour(bank, p);
try{
lightNeighbors(bank, n2p, modified_blocks);
}
catch(InvalidPositionException &e)
{
}
/*
Update information about whether day and night light differ
*/
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
i->second->expireDayNightDiff();
/*
Report for rollback
*/
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
RollbackAction action;
action.setSetNode(p, rollback_oldnode, rollback_newnode);
m_gamedef->rollback()->reportAction(action);
}
Add neighboring liquid nodes and this node to transform queue.
(it's vital for the node itself to get updated last.)
v3s16 dirs[7] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
v3s16(0,0,0), // self
for(u16 i=0; i<7; i++)
{
try
{
v3s16 p2 = p + dirs[i];
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MapNode n2 = getNode(p2);
if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
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}catch(InvalidPositionException &e)
{
}
}
bool Map::addNodeWithEvent(v3s16 p, MapNode n)
{
MapEditEvent event;
event.type = MEET_ADDNODE;
event.p = p;
event.n = n;
bool succeeded = true;
try{
std::map<v3s16, MapBlock*> modified_blocks;
addNodeAndUpdate(p, n, modified_blocks);
// Copy modified_blocks to event
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
}
}
catch(InvalidPositionException &e){
succeeded = false;
}
dispatchEvent(&event);
return succeeded;
}
bool Map::removeNodeWithEvent(v3s16 p)
{
MapEditEvent event;
event.type = MEET_REMOVENODE;
event.p = p;
bool succeeded = true;
try{
std::map<v3s16, MapBlock*> modified_blocks;
removeNodeAndUpdate(p, modified_blocks);
// Copy modified_blocks to event
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
}
}
catch(InvalidPositionException &e){
succeeded = false;
}
dispatchEvent(&event);
return succeeded;
}
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bool Map::getDayNightDiff(v3s16 blockpos)
{
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
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if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
v3s16 p = blockpos + v3s16(-1,0,0);
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if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
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if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
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if(b->getDayNightDiff())
// Trailing edges
try{
v3s16 p = blockpos + v3s16(1,0,0);
MapBlock *b = getBlockNoCreate(p);
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if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,1,0);
MapBlock *b = getBlockNoCreate(p);
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if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,1);
MapBlock *b = getBlockNoCreate(p);
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if(b->getDayNightDiff())
return true;
}
catch(InvalidPositionException &e){}
void Map::timerUpdate(float dtime, float unload_timeout,
std::list<v3s16> *unloaded_blocks)
bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
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// Profile modified reasons
Profiler modprofiler;
std::list<v2s16> sector_deletion_queue;
u32 deleted_blocks_count = 0;
u32 saved_blocks_count = 0;
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beginSave();
for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
si != m_sectors.end(); ++si)
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bool all_blocks_deleted = true;
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sector->getBlocks(blocks);
for(std::list<MapBlock*>::iterator i = blocks.begin();
i != blocks.end(); ++i)
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{
block->incrementUsageTimer(dtime);
if(block->refGet() == 0 && block->getUsageTimer() > unload_timeout)
{
v3s16 p = block->getPos();
// Save if modified
if(block->getModified() != MOD_STATE_CLEAN
&& save_before_unloading)
{
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modprofiler.add(block->getModifiedReason(), 1);
saveBlock(block);
saved_blocks_count++;
}
// Delete from memory
sector->deleteBlock(block);
if(unloaded_blocks)
unloaded_blocks->push_back(p);
deleted_blocks_count++;
}
else
{
all_blocks_deleted = false;
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}
if(all_blocks_deleted)
{
sector_deletion_queue.push_back(si->first);
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}
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endSave();
// Finally delete the empty sectors
deleteSectors(sector_deletion_queue);
if(deleted_blocks_count != 0)
{
PrintInfo(infostream); // ServerMap/ClientMap:
infostream<<"Unloaded "<<deleted_blocks_count
<<" blocks from memory";
if(save_before_unloading)
infostream<<", of which "<<saved_blocks_count<<" were written";
infostream<<", "<<block_count_all<<" blocks in memory";
infostream<<"."<<std::endl;
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if(saved_blocks_count != 0){
PrintInfo(infostream); // ServerMap/ClientMap:
infostream<<"Blocks modified by: "<<std::endl;
modprofiler.print(infostream);
}
void Map::unloadUnreferencedBlocks(std::list<v3s16> *unloaded_blocks)
{
timerUpdate(0.0, -1.0, unloaded_blocks);
}
void Map::deleteSectors(std::list<v2s16> &list)
for(std::list<v2s16>::iterator j = list.begin();
j != list.end(); ++j)
// If sector is in sector cache, remove it from there
if(m_sector_cache == sector)
m_sector_cache = NULL;
// Remove from map and delete
delete sector;
void Map::unloadUnusedData(float timeout,
core::list<v3s16> *deleted_blocks)
{
core::list<v2s16> sector_deletion_queue;
u32 deleted_blocks_count = 0;
u32 saved_blocks_count = 0;
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core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
{
MapSector *sector = si.getNode()->getValue();
bool all_blocks_deleted = true;
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
for(core::list<MapBlock*>::Iterator i = blocks.begin();
i != blocks.end(); i++)
{
MapBlock *block = (*i);
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if(block->getUsageTimer() > timeout)
{
// Save if modified
if(block->getModified() != MOD_STATE_CLEAN)
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saveBlock(block);
saved_blocks_count++;
}
// Delete from memory
sector->deleteBlock(block);
deleted_blocks_count++;
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}
else
{
all_blocks_deleted = false;
}
}
if(all_blocks_deleted)
{
sector_deletion_queue.push_back(si.getNode()->getKey());
}
}
deleteSectors(sector_deletion_queue);
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infostream<<"Map: Unloaded "<<deleted_blocks_count<<" blocks from memory"
<<", of which "<<saved_blocks_count<<" were wr."
<<std::endl;
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//return sector_deletion_queue.getSize();
//return deleted_blocks_count;
void Map::PrintInfo(std::ostream &out)
{
out<<"Map: ";
}
#define WATER_DROP_BOOST 4
enum NeighborType {
NEIGHBOR_UPPER,
NEIGHBOR_SAME_LEVEL,
NEIGHBOR_LOWER
};
struct NodeNeighbor {
MapNode n;
NeighborType t;
v3s16 p;
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void Map::transforming_liquid_add(v3s16 p) {
m_transforming_liquid.push_back(p);
}
s32 Map::transforming_liquid_size() {
return m_transforming_liquid.size();
}
const v3s16 g_7dirs[7] =
{
// +right, +top, +back
v3s16( 0,-1, 0), // bottom
v3s16( 0, 0, 0), // self
v3s16( 0, 0, 1), // back
v3s16( 0, 0,-1), // front
v3s16( 1, 0, 0), // right
v3s16(-1, 0, 0), // left
v3s16( 0, 1, 0) // top
};
#define D_BOTTOM 0
#define D_TOP 6
#define D_SELF 1
void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
DSTACK(__FUNCTION_NAME);
//TimeTaker timer("transformLiquids()");
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
u8 relax = g_settings->getS16("liquid_relax");
bool fast_flood = g_settings->getS16("liquid_fast_flood");
int water_level = g_settings->getS16("water_level");
// list of nodes that due to viscosity have not reached their max level height
UniqueQueue<v3s16> must_reflow, must_reflow_second;
// List of MapBlocks that will require a lighting update (due to lava)
std::map<v3s16, MapBlock*> lighting_modified_blocks;
u16 loop_max = g_settings->getU16("liquid_loop_max");
//if (m_transforming_liquid.size() > 0) errorstream << "Liquid queue size="<<m_transforming_liquid.size()<<std::endl;
{
// This should be done here so that it is done when continue is used
if (loopcount >= initial_size || loopcount >= loop_max)
break;
loopcount++;
/*
Get a queued transforming liquid node
*/
v3s16 p0 = m_transforming_liquid.pop_front();
u16 total_level = 0;
// surrounding flowing liquid nodes
NodeNeighbor neighbors[7];
// current level of every block
s8 liquid_levels[7] = {-1, -1, -1, -1, -1, -1, -1};
// target levels
s8 liquid_levels_want[7] = {-1, -1, -1, -1, -1, -1, -1};
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s8 can_liquid_same_level = 0;
content_t liquid_kind = CONTENT_IGNORE;
content_t liquid_kind_flowing = CONTENT_IGNORE;
/*
Collect information about the environment
*/
const v3s16 *dirs = g_7dirs;
for (u16 i = 0; i < 7; i++) {
NeighborType nt = NEIGHBOR_SAME_LEVEL;
switch (i) {
case D_TOP:
nt = NEIGHBOR_UPPER;
break;
case D_BOTTOM:
nt = NEIGHBOR_LOWER;
break;
}
v3s16 npos = p0 + dirs[i];
neighbors[i].n = getNodeNoEx(npos);
neighbors[i].t = nt;
neighbors[i].p = npos;
neighbors[i].l = 0;
neighbors[i].i = 0;
NodeNeighbor & nb = neighbors[i];
switch (nodemgr->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
if (nb.n.getContent() == CONTENT_AIR) {
liquid_levels[i] = 0;
nb.l = 1;
}
break;
case LIQUID_SOURCE:
// if this node is not (yet) of a liquid type,
// choose the first liquid type we encounter
liquid_kind_flowing = nodemgr->getId(
nodemgr->get(nb.n).liquid_alternative_flowing);
if (liquid_kind == CONTENT_IGNORE)
liquid_kind = nb.n.getContent();
if (nb.n.getContent() == liquid_kind) {
liquid_levels[i] = nb.n.getLevel(nodemgr); //LIQUID_LEVEL_SOURCE;
nb.l = 1;
nb.i = (nb.n.param2 & LIQUID_INFINITY_MASK);
}
break;
case LIQUID_FLOWING:
// if this node is not (yet) of a liquid type,
// choose the first liquid type we encounter
if (liquid_kind_flowing == CONTENT_IGNORE)
liquid_kind_flowing = nb.n.getContent();
if (liquid_kind == CONTENT_IGNORE)
liquid_kind = nodemgr->getId(
nodemgr->get(nb.n).liquid_alternative_source);
liquid_levels[i] = nb.n.getLevel(nodemgr); //(nb.n.param2 & LIQUID_LEVEL_MASK);
if (nb.l && nb.t == NEIGHBOR_SAME_LEVEL)
++can_liquid_same_level;
if (liquid_levels[i] > 0)
total_level += liquid_levels[i];
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
//<< " lk=" << liquid_kind << " lkf=" << liquid_kind_flowing
<< " l="<< nb.l << " inf="<< nb.i << " nlevel=" << (int)liquid_levels[i]
<< " tlevel=" << (int)total_level << " cansame="
<< (int)can_liquid_same_level << std::endl;
if (liquid_kind == CONTENT_IGNORE ||
!neighbors[D_SELF].l ||
total_level <= 0)
continue;
// fill bottom block
if (neighbors[D_BOTTOM].l) {
liquid_levels_want[D_BOTTOM] = total_level > LIQUID_LEVEL_SOURCE ?
LIQUID_LEVEL_SOURCE : total_level;
total_level -= liquid_levels_want[D_BOTTOM];
}
if (relax && ((p0.Y == water_level) || (fast_flood && p0.Y <= water_level)) && liquid_levels[D_TOP] == 0 &&
liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE &&
total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level-
(can_liquid_same_level - relax) &&
can_liquid_same_level >= relax + 1) {
total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
}
// prevent lakes in air above unloaded blocks
if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE && !(loopcount % 3)) {
// calculate self level 5 blocks
u8 want_level =
total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
? LIQUID_LEVEL_SOURCE
: total_level / can_liquid_same_level;
total_level -= want_level * can_liquid_same_level;
//relax down
if (relax && p0.Y == water_level + 1 && liquid_levels[D_TOP] == 0 &&
liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE && want_level == 0 &&
total_level <= (can_liquid_same_level - relax) &&
can_liquid_same_level >= relax + 1) {
total_level = 0;
}
for (u16 ii = D_SELF; ii < D_TOP; ++ii) { // fill only same level
if (!neighbors[ii].l)
continue;
liquid_levels_want[ii] = want_level;
if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0) {
if (loopcount % 3 || liquid_levels[ii] <= 0){
if (liquid_levels[ii] > liquid_levels_want[ii]) {
++liquid_levels_want[ii];
--total_level;
}
} else if (neighbors[ii].l > 0){
++liquid_levels_want[ii];
--total_level;
}
}
}
for (u16 ii = 0; ii < 7; ++ii) {
if (total_level < 1) break;
if (liquid_levels_want[ii] >= 0 &&
liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE) {
++liquid_levels_want[ii];
--total_level;
}
}
// fill top block if can
if (neighbors[D_TOP].l) {
liquid_levels_want[D_TOP] = total_level > LIQUID_LEVEL_SOURCE ?
LIQUID_LEVEL_SOURCE : total_level;
total_level -= liquid_levels_want[D_TOP];
}
for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
if ( neighbors[ii].i ||
(liquid_levels_want[ii] >= 0 &&
(fast_flood && p0.Y < water_level &&
(initial_size >= 1000
&& ii != D_TOP
&& want_level >= LIQUID_LEVEL_SOURCE/4
&& can_liquid_same_level >= 5
&& liquid_levels[D_TOP] >= LIQUID_LEVEL_SOURCE))))
liquid_levels_want[ii] = LIQUID_LEVEL_SOURCE;
/*
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;
*/
//u8 changed = 0;
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for (u16 i = 0; i < 7; i++) {
if (liquid_levels_want[i] < 0 || !neighbors[i].l)
continue;
MapNode & n0 = neighbors[i].n;
p0 = neighbors[i].p;
/*
decide on the type (and possibly level) of the current node
*/
content_t new_node_content;
s8 new_node_level = -1;
u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
if (viscosity > 1 && liquid_levels_want[i] != liquid_levels[i]) {
// amount to gain, limited by viscosity
// must be at least 1 in absolute value
s8 level_inc = liquid_levels_want[i] - liquid_levels[i];
if (level_inc < -viscosity || level_inc > viscosity)
new_node_level = liquid_levels[i] + level_inc/viscosity;
else if (level_inc < 0)
new_node_level = liquid_levels[i] - 1;
else if (level_inc > 0)
new_node_level = liquid_levels[i] + 1;
if (new_node_level >= LIQUID_LEVEL_SOURCE)
new_node_content = liquid_kind;
else if (new_node_level > 0)
new_node_content = liquid_kind_flowing;
else
new_node_content = CONTENT_AIR;
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) {
for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level
if (neighbors[ii].l)
must_reflow_second.push_back(p0 + dirs[ii]);
}
check if anything has changed.
if not, just continue with the next node.
if (
new_node_content == n0.getContent()
&& (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
(n0.getLevel(nodemgr) == (u8)new_node_level
//&& ((n0.param2 & LIQUID_FLOW_DOWN_MASK) ==
//LIQUID_FLOW_DOWN_MASK) == flowing_down
))
&&
(nodemgr->get(n0.getContent()).liquid_type != LIQUID_SOURCE ||
(((n0.param2 & LIQUID_INFINITY_MASK) ==
LIQUID_INFINITY_MASK) == neighbors[i].i
)*/
if (liquid_levels[i] == new_node_level)
{
//++changed;
if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
// set level to last 3 bits, flowing down bit to 4th bit
n0.param2 = (new_node_level & LIQUID_LEVEL_MASK);
} else if (nodemgr->get(new_node_content).liquid_type == LIQUID_SOURCE) {
//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(liquid_kind_flowing);
n0.setLevel(nodemgr, new_node_level);
// 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[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 only same level
if (changed) for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) {
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);
}