Tweak rollback and liquids
parent
7ef0a13250
commit
3e754382af
|
@ -1636,7 +1636,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
||||||
while(m_transforming_liquid.size() != 0)
|
while(m_transforming_liquid.size() != 0)
|
||||||
{
|
{
|
||||||
// This should be done here so that it is done when continue is used
|
// This should be done here so that it is done when continue is used
|
||||||
if(loopcount >= initial_size || loopcount >= 1000)
|
if(loopcount >= initial_size || loopcount >= 10000)
|
||||||
break;
|
break;
|
||||||
loopcount++;
|
loopcount++;
|
||||||
|
|
||||||
|
@ -1828,8 +1828,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
||||||
// Find out whether there is a suspect for this action
|
// Find out whether there is a suspect for this action
|
||||||
std::string suspect;
|
std::string suspect;
|
||||||
if(m_gamedef->rollback()){
|
if(m_gamedef->rollback()){
|
||||||
// Max. 5 seconds ago, shortcut at 98 points
|
suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
|
||||||
suspect = m_gamedef->rollback()->getSuspect(p0, 5, 95);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!suspect.empty()){
|
if(!suspect.empty()){
|
||||||
|
|
|
@ -33,6 +33,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||||
|
|
||||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||||
|
|
||||||
|
#define POINTS_PER_NODE (16.0)
|
||||||
|
|
||||||
// Get nearness factor for subject's action for this action
|
// Get nearness factor for subject's action for this action
|
||||||
// Return value: 0 = impossible, >0 = factor
|
// Return value: 0 = impossible, >0 = factor
|
||||||
static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
|
static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
|
||||||
|
@ -43,10 +45,10 @@ static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
|
||||||
return 0; // 0 = cannot be
|
return 0; // 0 = cannot be
|
||||||
// Start from 100
|
// Start from 100
|
||||||
int f = 100;
|
int f = 100;
|
||||||
// Distance (1 node = -1 point)
|
// Distance (1 node = -x points)
|
||||||
f -= 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
|
f -= POINTS_PER_NODE * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
|
||||||
// Time (1 second = -1 point)
|
// Time (1 second = -x points)
|
||||||
f -= 1.0 * (action_t - suspect_t);
|
f -= 1 * (action_t - suspect_t);
|
||||||
// If is a guess, halve the points
|
// If is a guess, halve the points
|
||||||
if(is_guess)
|
if(is_guess)
|
||||||
f *= 0.5;
|
f *= 0.5;
|
||||||
|
@ -76,8 +78,7 @@ public:
|
||||||
v3s16 p;
|
v3s16 p;
|
||||||
if(!action.getPosition(&p))
|
if(!action.getPosition(&p))
|
||||||
return;
|
return;
|
||||||
// 60s default timeframe, 95 points shortcut
|
action.actor = getSuspect(p, 83, 1);
|
||||||
action.actor = getSuspect(p, 60, 95);
|
|
||||||
if(action.actor.empty())
|
if(action.actor.empty())
|
||||||
return;
|
return;
|
||||||
action.actor_is_guess = true;
|
action.actor_is_guess = true;
|
||||||
|
@ -103,12 +104,12 @@ public:
|
||||||
m_current_actor = actor;
|
m_current_actor = actor;
|
||||||
m_current_actor_is_guess = is_guess;
|
m_current_actor_is_guess = is_guess;
|
||||||
}
|
}
|
||||||
std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut)
|
std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness)
|
||||||
{
|
{
|
||||||
if(m_current_actor != "")
|
if(m_current_actor != "")
|
||||||
return m_current_actor;
|
return m_current_actor;
|
||||||
int cur_time = time(0);
|
int cur_time = time(0);
|
||||||
int first_time = cur_time - max_time;
|
int first_time = cur_time - (100-min_nearness);
|
||||||
RollbackAction likely_suspect;
|
RollbackAction likely_suspect;
|
||||||
float likely_suspect_nearness = 0;
|
float likely_suspect_nearness = 0;
|
||||||
for(std::list<RollbackAction>::const_reverse_iterator
|
for(std::list<RollbackAction>::const_reverse_iterator
|
||||||
|
@ -125,7 +126,7 @@ public:
|
||||||
continue;
|
continue;
|
||||||
float f = getSuspectNearness(i->actor_is_guess, suspect_p,
|
float f = getSuspectNearness(i->actor_is_guess, suspect_p,
|
||||||
i->unix_time, p, cur_time);
|
i->unix_time, p, cur_time);
|
||||||
if(f > likely_suspect_nearness){
|
if(f >= min_nearness && f > likely_suspect_nearness){
|
||||||
likely_suspect_nearness = f;
|
likely_suspect_nearness = f;
|
||||||
likely_suspect = *i;
|
likely_suspect = *i;
|
||||||
if(likely_suspect_nearness >= nearness_shortcut)
|
if(likely_suspect_nearness >= nearness_shortcut)
|
||||||
|
|
|
@ -35,8 +35,8 @@ public:
|
||||||
virtual std::string getActor() = 0;
|
virtual std::string getActor() = 0;
|
||||||
virtual bool isActorGuess() = 0;
|
virtual bool isActorGuess() = 0;
|
||||||
virtual void setActor(const std::string &actor, bool is_guess) = 0;
|
virtual void setActor(const std::string &actor, bool is_guess) = 0;
|
||||||
// nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
|
virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
|
||||||
virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) = 0;
|
float min_nearness) = 0;
|
||||||
|
|
||||||
virtual ~IRollbackManager(){}
|
virtual ~IRollbackManager(){}
|
||||||
virtual void flush() = 0;
|
virtual void flush() = 0;
|
||||||
|
|
|
@ -124,8 +124,8 @@ public:
|
||||||
virtual std::string getActor() = 0;
|
virtual std::string getActor() = 0;
|
||||||
virtual bool isActorGuess() = 0;
|
virtual bool isActorGuess() = 0;
|
||||||
virtual void setActor(const std::string &actor, bool is_guess) = 0;
|
virtual void setActor(const std::string &actor, bool is_guess) = 0;
|
||||||
// nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
|
virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
|
||||||
virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut=98) = 0;
|
float min_nearness) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class RollbackScopeActor
|
class RollbackScopeActor
|
||||||
|
|
Loading…
Reference in New Issue