Some work-in-progress stuff and many comment updates
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@ -739,7 +739,7 @@ void ServerEnvironment::step(float dtime)
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if(1)
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{
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MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
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if(content_features(n_top.d).walkable == false &&
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if(content_features(n_top.d).air_equivalent &&
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n_top.getLight(LIGHTBANK_DAY) >= 13)
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{
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n.d = CONTENT_GRASS;
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@ -796,10 +796,10 @@ void ServerEnvironment::step(float dtime)
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// Convert mud under proper lighting to grass
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if(n.d == CONTENT_MUD)
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{
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if(myrand()%4 == 0)
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if(myrand()%10 == 0)
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{
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MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
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if(content_features(n_top.d).walkable == false &&
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if(content_features(n_top.d).air_equivalent &&
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n_top.getLightBlend(getDayNightRatio()) >= 13)
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{
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n.d = CONTENT_GRASS;
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@ -112,6 +112,19 @@ public:
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private:
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};
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/*
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Active block modifier interface
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*/
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class ActiveBlockModifier
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{
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public:
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ActiveBlockModifier(){};
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virtual ~ActiveBlockModifier(){};
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//TODO
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//virtual void
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};
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/*
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The server-side environment.
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27
src/main.cpp
27
src/main.cpp
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@ -85,6 +85,10 @@ SUGG: Server-side objects could be moved based on nodes to enable very
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lightweight operation and simple AI
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- Not practical; client would still need to show smooth movement.
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SUGG: Make a system for pregenerating quick information for mapblocks, so
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that the client can show them as cubes before they are actually sent
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or even generated.
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Gaming ideas:
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-------------
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@ -211,6 +215,9 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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FIXME: The new optimized map sending doesn't sometimes send enough blocks
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from big caves and such
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Environment:
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------------
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TODO: A list of "active blocks" in which stuff happens.
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+ Add a never-resetted game timer to the server
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+ Add a timestamp value to blocks
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@ -289,18 +296,20 @@ Mapgen v2:
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Misc. stuff:
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------------
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* Make an "environment metafile" to store at least time of day
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
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- Or maybe move content_features to material.{h,cpp}?
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* Maybe:
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Make a system for pregenerating quick information for mapblocks, so
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that the client can show them as cubes before they are actually sent
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or even generated.
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp
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- ...Or maybe move content_features to material.{h,cpp}?
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Making it more portable:
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------------------------
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* Some MSVC: std::sto* are defined without a namespace and collide
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with the ones in utility.h
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Stuff to do before release:
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---------------------------
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- Player default privileges and default password
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- Chat privilege
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- Some simple block-based dynamic stuff in the world (finish the
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ActiveBlockModifier stuff)
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- Protocol version field
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- Consider getting some textures from cisoun's texture pack
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======================================================================
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@ -252,6 +252,7 @@ void init_mapnode()
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f->pointable = false;
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f->diggable = false;
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f->buildable_to = true;
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f->air_equivalent = true;
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i = CONTENT_WATER;
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f = &g_content_features[i];
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@ -303,6 +304,7 @@ void init_mapnode()
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->air_equivalent = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_SIGN_WALL;
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@ -314,6 +316,7 @@ void init_mapnode()
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->air_equivalent = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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if(f->initial_metadata == NULL)
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f->initial_metadata = new SignNodeMetadata("Some sign");
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@ -151,13 +151,20 @@ struct ContentFeatures
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// This is used for collision detection.
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// Also for general solidness queries.
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bool walkable;
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// Player can point to these
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bool pointable;
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// Player can dig these
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bool diggable;
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// Player can build on these
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bool buildable_to;
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// Whether the node has no liquid, source liquid or flowing liquid
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enum LiquidType liquid_type;
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// If true, param2 is set to direction when placed
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// If true, param2 is set to direction when placed. Used for torches.
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// NOTE: the direction format is quite inefficient and should be changed
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bool wall_mounted;
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// If true, node is equivalent to air. Torches are, air is. Water is not.
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// Is used for example to check whether a mud block can have grass on.
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bool air_equivalent;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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@ -183,6 +190,7 @@ struct ContentFeatures
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buildable_to = false;
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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air_equivalent = false;
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dug_item = "";
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initial_metadata = NULL;
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}
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