random stuff and different node lighting
parent
de83bfb81e
commit
2b9d03b267
11
src/map.cpp
11
src/map.cpp
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@ -1961,9 +1961,10 @@ MapBlock * ServerMap::emergeBlock(
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Add some minerals
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*/
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if(is_underground)
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//if(is_underground)
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if(some_part_underground)
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{
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s16 underground_level = lowest_ground_y/MAP_BLOCKSIZE - block_y;
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s16 underground_level = (lowest_ground_y/MAP_BLOCKSIZE - block_y)+1;
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for(s16 i=0; i<underground_level*3; i++)
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{
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if(rand()%2 == 0)
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@ -1977,13 +1978,15 @@ MapBlock * ServerMap::emergeBlock(
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MapNode n;
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n.d = CONTENT_MESE;
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if(is_ground_content(block->getNode(cp).d))
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//if(is_ground_content(block->getNode(cp).d))
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if(block->getNode(cp).d == CONTENT_STONE)
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if(rand()%8 == 0)
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block->setNode(cp, n);
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for(u16 i=0; i<26; i++)
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{
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if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
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//if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
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if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
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if(rand()%8 == 0)
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block->setNode(cp+g_26dirs[i], n);
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}
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@ -162,9 +162,15 @@ u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
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light = n2.getLight();
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// Make some nice difference to different sides
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if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
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/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.X == -1 || face_dir.Z == -1)
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light = diminish_light(light);*/
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if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.Z == 1 || face_dir.Z == -1)
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light = diminish_light(light);
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return light;
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@ -832,13 +838,13 @@ void MapBlock::serialize(std::ostream &os, u8 version)
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}
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compress(materialdata, os, version);
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// Get and compress params
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SharedBuffer<u8> paramdata(nodecount);
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// Get and compress lights
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SharedBuffer<u8> lightdata(nodecount);
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for(u32 i=0; i<nodecount; i++)
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{
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paramdata[i] = data[i].param;
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lightdata[i] = data[i].param;
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}
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compress(paramdata, os, version);
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compress(lightdata, os, version);
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if(version >= 10)
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{
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@ -461,7 +461,8 @@ struct TestMapBlock
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assert(b.getFaceLight(p, v3s16(0,-1,0)) == 0);
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// According to MapBlock::getFaceLight,
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// The face on the z+ side should have double-diminished light
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assert(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX)));
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//assert(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX)));
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assert(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
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}
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/*
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Check how the block handles being in between blocks with some non-sunlight
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