switched to old transformLiquids, new one is not ready
parent
98be778766
commit
976ec31c1f
437
src/map.cpp
437
src/map.cpp
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@ -1540,17 +1540,6 @@ void Map::PrintInfo(std::ostream &out)
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#define WATER_DROP_BOOST 4
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enum NeighborType {
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NEIGHBOR_UPPER,
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NEIGHBOR_SAME_LEVEL,
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NEIGHBOR_LOWER
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};
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struct NodeNeighbor {
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MapNode n;
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NeighborType t;
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v3s16 p;
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};
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void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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{
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DSTACK(__FUNCTION_NAME);
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@ -1570,220 +1559,240 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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v3s16 p0 = m_transforming_liquid.pop_front();
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MapNode n0 = getNodeNoEx(p0);
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/*
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Collect information about current node
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*/
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s8 liquid_level = -1;
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u8 liquid_kind = CONTENT_IGNORE;
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LiquidType liquid_type = content_features(n0.d).liquid_type;
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switch (liquid_type) {
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case LIQUID_SOURCE:
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liquid_level = 8;
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liquid_kind = content_features(n0.d).liquid_alternative_flowing;
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break;
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case LIQUID_FLOWING:
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liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
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liquid_kind = n0.d;
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break;
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case LIQUID_NONE:
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// if this is an air node, it *could* be transformed into a liquid. otherwise,
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// continue with the next node.
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if (n0.d != CONTENT_AIR)
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continue;
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liquid_kind = CONTENT_AIR;
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break;
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}
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/*
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Collect information about the environment
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*/
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v3s16 dirs[6] = {
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v3s16( 0, 1, 0), // top
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v3s16( 0,-1, 0), // bottom
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v3s16( 1, 0, 0), // right
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v3s16(-1, 0, 0), // left
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v3s16( 0, 0, 1), // back
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v3s16( 0, 0,-1), // front
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};
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NodeNeighbor sources[6]; // surrounding sources
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int num_sources = 0;
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NodeNeighbor flows[6]; // surrounding flowing liquid nodes
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int num_flows = 0;
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NodeNeighbor airs[6]; // surrounding air
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int num_airs = 0;
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NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
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int num_neutrals = 0;
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bool flowing_down = false;
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for (u16 i = 0; i < 6; i++) {
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NeighborType nt = NEIGHBOR_SAME_LEVEL;
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switch (i) {
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case 0:
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nt = NEIGHBOR_UPPER;
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break;
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case 1:
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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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NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
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switch (content_features(nb.n.d).liquid_type) {
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case LIQUID_NONE:
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if (nb.n.d == CONTENT_AIR) {
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airs[num_airs++] = nb;
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// if the current node happens to be a flowing node, it will start to flow down here.
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if (nb.t == NEIGHBOR_LOWER)
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flowing_down = true;
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} else {
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neutrals[num_neutrals++] = nb;
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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 == CONTENT_AIR)
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liquid_kind = content_features(nb.n.d).liquid_alternative_flowing;
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if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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sources[num_sources++] = nb;
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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 == CONTENT_AIR)
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liquid_kind = content_features(nb.n.d).liquid_alternative_flowing;
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if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) {
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neutrals[num_neutrals++] = nb;
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} else {
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flows[num_flows++] = nb;
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if (nb.t == NEIGHBOR_LOWER)
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flowing_down = true;
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}
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break;
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}
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}
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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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u8 new_node_content;
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s8 new_node_level = -1;
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if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) {
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// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
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// or the flowing alternative of the first of the surrounding sources (if it's air), so
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// it's perfectly safe to use liquid_kind here to determine the new node content.
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new_node_content = content_features(liquid_kind).liquid_alternative_source;
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} else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
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// liquid_kind is set properly, see above
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new_node_content = liquid_kind;
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new_node_level = 7;
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} else {
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// no surrounding sources, so get the maximum level that can flow into this node
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for (u16 i = 0; i < num_flows; i++) {
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u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
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switch (flows[i].t) {
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case NEIGHBOR_UPPER:
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if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) {
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new_node_level = 7;
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if (nb_liquid_level + WATER_DROP_BOOST < 7)
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new_node_level = nb_liquid_level + WATER_DROP_BOOST;
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}
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break;
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case NEIGHBOR_LOWER:
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break;
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case NEIGHBOR_SAME_LEVEL:
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if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
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nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) {
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new_node_level = nb_liquid_level - 1;
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}
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break;
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}
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}
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// don't flow as far in open terrain - if there isn't at least one adjacent solid block,
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// substract another unit from the resulting water level.
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if (!flowing_down && new_node_level >= 1) {
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bool at_wall = false;
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for (u16 i = 0; i < num_neutrals; i++) {
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if (neutrals[i].t == NEIGHBOR_SAME_LEVEL) {
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at_wall = true;
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break;
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}
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}
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if (!at_wall)
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new_node_level -= 1;
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}
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if (new_node_level >= 0)
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new_node_content = liquid_kind;
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else
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new_node_content = CONTENT_AIR;
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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 (new_node_content == n0.d && (content_features(n0.d).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)
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== flowing_down)))
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// Don't deal with non-liquids
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if(content_liquid(n0.d) == false)
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continue;
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bool is_source = !content_flowing_liquid(n0.d);
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u8 liquid_level = 8;
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if(is_source == false)
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liquid_level = n0.param2 & 0x0f;
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// Turn possible source into non-source
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u8 nonsource_c = make_liquid_flowing(n0.d);
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/*
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update the current node
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*/
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bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
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n0.d = new_node_content;
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if (content_features(n0.d).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 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
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} else {
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n0.param2 = 0;
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If not source, check that some node flows into this one
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and what is the level of liquid in this one
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*/
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if(is_source == false)
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{
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s8 new_liquid_level_max = -1;
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v3s16 dirs_from[5] = {
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v3s16(0,1,0), // top
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<5; i++)
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{
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bool from_top = (i==0);
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v3s16 p2 = p0 + dirs_from[i];
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MapNode n2 = getNodeNoEx(p2);
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if(content_liquid(n2.d))
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{
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u8 n2_nonsource_c = make_liquid_flowing(n2.d);
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// Check that the liquids are the same type
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if(n2_nonsource_c != nonsource_c)
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{
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dstream<<"WARNING: Not handling: different liquids"
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" collide"<<std::endl;
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continue;
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}
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bool n2_is_source = !content_flowing_liquid(n2.d);
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s8 n2_liquid_level = 8;
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if(n2_is_source == false)
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n2_liquid_level = n2.param2 & 0x07;
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s8 new_liquid_level = -1;
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if(from_top)
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{
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//new_liquid_level = 7;
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if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
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new_liquid_level = 7;
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else
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new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
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}
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else if(n2_liquid_level > 0)
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{
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new_liquid_level = n2_liquid_level - 1;
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}
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if(new_liquid_level > new_liquid_level_max)
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new_liquid_level_max = new_liquid_level;
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}
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} //for
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/*
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If liquid level should be something else, update it and
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add all the neighboring water nodes to the transform queue.
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*/
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if(new_liquid_level_max != liquid_level)
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{
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if(new_liquid_level_max == -1)
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{
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// Remove water alltoghether
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n0.d = CONTENT_AIR;
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n0.param2 = 0;
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setNode(p0, n0);
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}
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else
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{
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n0.param2 = new_liquid_level_max;
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setNode(p0, n0);
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}
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// Block has been modified
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{
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v3s16 blockpos = getNodeBlockPos(p0);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block != NULL)
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modified_blocks.insert(blockpos, block);
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}
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/*
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Add neighboring non-source liquid nodes to transform queue.
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*/
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<6; i++)
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{
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v3s16 p2 = p0 + dirs[i];
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MapNode n2 = getNodeNoEx(p2);
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if(content_flowing_liquid(n2.d))
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{
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m_transforming_liquid.push_back(p2);
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}
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}
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}
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}
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setNode(p0, n0);
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v3s16 blockpos = getNodeBlockPos(p0);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block != NULL)
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modified_blocks.insert(blockpos, block);
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// Get a new one from queue if the node has turned into non-water
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if(content_liquid(n0.d) == false)
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continue;
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/*
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enqueue neighbors for update if neccessary
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*/
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switch (content_features(n0.d).liquid_type) {
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case LIQUID_SOURCE:
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// make sure source flows into all neighboring nodes
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for (u16 i = 0; i < num_flows; i++)
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if (flows[i].t != NEIGHBOR_UPPER)
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m_transforming_liquid.push_back(flows[i].p);
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for (u16 i = 0; i < num_airs; i++)
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if (airs[i].t != NEIGHBOR_UPPER)
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m_transforming_liquid.push_back(airs[i].p);
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break;
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case LIQUID_NONE:
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// this flow has turned to air; neighboring flows might need to do the same
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for (u16 i = 0; i < num_flows; i++)
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m_transforming_liquid.push_back(flows[i].p);
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break;
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case LIQUID_FLOWING:
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for (u16 i = 0; i < num_flows; i++) {
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u8 flow_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK);
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// liquid_level is still the ORIGINAL level of this node.
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if (flows[i].t != NEIGHBOR_UPPER && ((flow_level < liquid_level || flow_level < new_node_level) ||
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flow_down_enabled))
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m_transforming_liquid.push_back(flows[i].p);
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Flow water from this node
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*/
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v3s16 dirs_to[5] = {
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v3s16(0,-1,0), // bottom
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<5; i++)
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{
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bool to_bottom = (i == 0);
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// If liquid is at lowest possible height, it's not going
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// anywhere except down
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if(liquid_level == 0 && to_bottom == false)
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continue;
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u8 liquid_next_level = 0;
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// If going to bottom
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if(to_bottom)
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{
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//liquid_next_level = 7;
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if(liquid_level >= 7 - WATER_DROP_BOOST)
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liquid_next_level = 7;
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else
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liquid_next_level = liquid_level + WATER_DROP_BOOST;
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}
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else
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liquid_next_level = liquid_level - 1;
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bool n2_changed = false;
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bool flowed = false;
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v3s16 p2 = p0 + dirs_to[i];
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MapNode n2 = getNodeNoEx(p2);
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//dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
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if(content_liquid(n2.d))
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{
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u8 n2_nonsource_c = make_liquid_flowing(n2.d);
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// Check that the liquids are the same type
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if(n2_nonsource_c != nonsource_c)
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{
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dstream<<"WARNING: Not handling: different liquids"
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" collide"<<std::endl;
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continue;
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}
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for (u16 i = 0; i < num_airs; i++) {
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if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0))
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m_transforming_liquid.push_back(airs[i].p);
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bool n2_is_source = !content_flowing_liquid(n2.d);
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u8 n2_liquid_level = 8;
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if(n2_is_source == false)
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n2_liquid_level = n2.param2 & 0x07;
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if(to_bottom)
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{
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flowed = true;
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}
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if(n2_is_source)
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{
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// Just flow into the source, nothing changes.
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// n2_changed is not set because destination didn't change
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flowed = true;
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}
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else
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{
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if(liquid_next_level > liquid_level)
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{
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n2.param2 = liquid_next_level;
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setNode(p2, n2);
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n2_changed = true;
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flowed = true;
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}
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}
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}
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else if(n2.d == CONTENT_AIR)
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{
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n2.d = nonsource_c;
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n2.param2 = liquid_next_level;
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setNode(p2, n2);
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n2_changed = true;
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flowed = true;
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}
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//dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
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if(n2_changed)
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{
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m_transforming_liquid.push_back(p2);
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v3s16 blockpos = getNodeBlockPos(p2);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block != NULL)
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modified_blocks.insert(blockpos, block);
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}
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// If n2_changed to bottom, don't flow anywhere else
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if(to_bottom && flowed && !is_source)
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break;
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}
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loopcount++;
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//if(loopcount >= 100000)
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if(loopcount >= initial_size * 10) {
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if(loopcount >= initial_size * 1)
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break;
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}
|
||||
}
|
||||
//dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue