if fields["cb_particles"] then
engine.setting_set("enable_particles", fields["cb_particles"])
end
- if fields["cb_finite_liquid"] then
- engine.setting_set("liquid_finite", fields["cb_finite_liquid"])
- end
if fields["cb_bumpmapping"] then
engine.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
end
.. dump(engine.setting_getbool("preload_item_visuals")) .. "]"..
"checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
.. dump(engine.setting_getbool("enable_particles")) .. "]"..
- "checkbox[1,3.0;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
- .. dump(engine.setting_getbool("liquid_finite")) .. "]"..
-
"checkbox[4.5,0;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
.. dump(engine.setting_getbool("mip_map")) .. "]"..
"checkbox[4.5,0.5;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
minetest.add_node_level(pos, level)
^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
-minetest.get_heat(pos)
-^ heat at pos
-minetest.get_humidity(pos)
-^ humidity at pos
Inventory:
minetest.get_inventory(location) -> InvRef
#enable_fog = true
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
-# Constant volume liquids
-#liquid_finite = false
# Max liquids processed per step
#liquid_loop_max = 10000
# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
-# Relax flowing blocks to source if level near max and N nearby
-# source blocks, more realistic, but not true constant.
-# values: 0,1,2,3,4 : 0 - disable, 1 - most aggresive
-# (for finite liquids)
-#liquid_relax = 2
-# Optimization: faster cave flood (and not true constant)
-# (for finite liquids)
-#liquid_fast_flood = 1
-# Underground water and lava springs, its infnity sources if liquid_finite enabled
-#underground_springs = 1
-# Enable weather (cold-hot, water freeze-melt). use only with liquid_finite=1
-#weather = false
# Enable nice leaves; disable for speed
#new_style_leaves = true
# Enable smooth lighting with simple ambient occlusion;
return 0;
}
-
-
-///////////////////////////// Weather
-
-
-s16 BiomeDefManager::calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime) {
- //variant 1: full random
- //f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed);
-
- //variant 2: season change based on default heat map
- const f32 offset = 20; // = np_heat->offset
- const f32 scale = 20; // = np_heat->scale
- const f32 range = 20;
- f32 heat = NoisePerlin2D(np_heat, p.X, p.Z, seed); // 0..50..100
-
- heat -= np_heat->offset; // -50..0..+50
-
- // normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
- if (np_heat->scale)
- heat /= np_heat->scale / scale; // -20..0..+20
-
- f32 seasonv = totaltime;
- seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
- seasonv += (f32)p.X / 3000; // you can walk to area with other season
- seasonv = sin(seasonv * M_PI);
- heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
-
- heat += offset; // -40..0..50
- heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
-
- // daily change, hotter at sun +4, colder at night -4
- heat += 8 * (sin(cycle_shift(timeofday, -0.25) * M_PI) - 0.5); //-44..20..54
-
- return heat;
-}
-
-
-s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) {
-
- f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed);
-
- f32 seasonv = totaltime;
- seasonv /= 86400 * 2; // bad weather change speed (2 days)
- seasonv += (f32)p.Z / 300;
- humidity += 30 * sin(seasonv * M_PI);
-
- humidity += -12 * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5);
- humidity = rangelim(humidity, 0, 100);
-
- return humidity;
-}
// Maximum hit points of a player
#define PLAYER_MAX_HP 20
-/*
- Environmental condition constants
-*/
-#define HEAT_UNDEFINED (-0x7fff-1)
-#define HUMIDITY_UNDEFINED (-0x7fff-1)
-
#endif
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
-class LiquidFlowABM : public ActiveBlockModifier {
- private:
- std::set<std::string> contents;
-
- public:
- LiquidFlowABM(ServerEnvironment *env, INodeDefManager *nodemgr) {
- std::set<content_t> liquids;
- nodemgr->getIds("group:liquid", liquids);
- for(std::set<content_t>::const_iterator k = liquids.begin(); k != liquids.end(); k++)
- contents.insert(nodemgr->get(*k).liquid_alternative_flowing);
- }
- virtual std::set<std::string> getTriggerContents() {
- return contents;
- }
- virtual float getTriggerInterval()
- { return 10.0; }
- virtual u32 getTriggerChance()
- { return 10; }
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n) {
- ServerMap *map = &env->getServerMap();
- if (map->transforming_liquid_size() > 500)
- return;
- map->transforming_liquid_add(p);
- }
-};
-
-class LiquidDropABM : public ActiveBlockModifier {
- private:
- std::set<std::string> contents;
-
- public:
- LiquidDropABM(ServerEnvironment *env, INodeDefManager *nodemgr) {
- std::set<content_t> liquids;
- nodemgr->getIds("group:liquid", liquids);
- for(std::set<content_t>::const_iterator k = liquids.begin(); k != liquids.end(); k++)
- contents.insert(nodemgr->get(*k).liquid_alternative_source);
- }
- virtual std::set<std::string> getTriggerContents()
- { return contents; }
- virtual std::set<std::string> getRequiredNeighbors() {
- std::set<std::string> neighbors;
- neighbors.insert("air");
- return neighbors;
- }
- virtual float getTriggerInterval()
- { return 20.0; }
- virtual u32 getTriggerChance()
- { return 10; }
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n) {
- ServerMap *map = &env->getServerMap();
- if (map->transforming_liquid_size() > 500)
- return;
- if ( map->getNodeNoEx(p - v3s16(0, 1, 0 )).getContent() != CONTENT_AIR // below
- && map->getNodeNoEx(p - v3s16(1, 0, 0 )).getContent() != CONTENT_AIR // right
- && map->getNodeNoEx(p - v3s16(-1, 0, 0 )).getContent() != CONTENT_AIR // left
- && map->getNodeNoEx(p - v3s16(0, 0, 1 )).getContent() != CONTENT_AIR // back
- && map->getNodeNoEx(p - v3s16(0, 0, -1)).getContent() != CONTENT_AIR // front
- )
- return;
- map->transforming_liquid_add(p);
- }
-};
-
-class LiquidFreeze : public ActiveBlockModifier {
- public:
- LiquidFreeze(ServerEnvironment *env, INodeDefManager *nodemgr) { }
- virtual std::set<std::string> getTriggerContents() {
- std::set<std::string> s;
- s.insert("group:freezes");
- return s;
- }
- virtual std::set<std::string> getRequiredNeighbors() {
- std::set<std::string> s;
- s.insert("air");
- s.insert("group:melts");
- return s;
- }
- virtual float getTriggerInterval()
- { return 10.0; }
- virtual u32 getTriggerChance()
- { return 20; }
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n) {
- ServerMap *map = &env->getServerMap();
- INodeDefManager *ndef = env->getGameDef()->ndef();
-
- float heat = map->updateBlockHeat(env, p);
- //heater = rare
- content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
- //more chance to freeze if air at top
- if (heat <= -1 && (heat <= -50 || (myrand_range(-50, heat) <= (c == CONTENT_AIR ? -10 : -40)))) {
- content_t c_self = n.getContent();
- // making freeze not annoying, do not freeze random blocks in center of ocean
- // todo: any block not water (dont freeze _source near _flowing)
- bool allow = heat < -40;
- // todo: make for(...)
- if (!allow) {
- c = map->getNodeNoEx(p - v3s16(0, 1, 0 )).getContent(); // below
- if (c == CONTENT_AIR || c == CONTENT_IGNORE)
- return; // do not freeze when falling
- if (c != c_self && c != CONTENT_IGNORE) allow = 1;
- if (!allow) {
- c = map->getNodeNoEx(p - v3s16(1, 0, 0 )).getContent(); // right
- if (c != c_self && c != CONTENT_IGNORE) allow = 1;
- if (!allow) {
- c = map->getNodeNoEx(p - v3s16(-1, 0, 0 )).getContent(); // left
- if (c != c_self && c != CONTENT_IGNORE) allow = 1;
- if (!allow) {
- c = map->getNodeNoEx(p - v3s16(0, 0, 1 )).getContent(); // back
- if (c != c_self && c != CONTENT_IGNORE) allow = 1;
- if (!allow) {
- c = map->getNodeNoEx(p - v3s16(0, 0, -1)).getContent(); // front
- if (c != c_self && c != CONTENT_IGNORE) allow = 1;
- }
- }
- }
- }
- }
- if (allow) {
- n.freezeMelt(ndef);
- map->addNodeWithEvent(p, n);
- }
- }
- }
-};
-
-class LiquidMeltWeather : public ActiveBlockModifier {
- public:
- LiquidMeltWeather(ServerEnvironment *env, INodeDefManager *nodemgr) { }
- virtual std::set<std::string> getTriggerContents() {
- std::set<std::string> s;
- s.insert("group:melts");
- return s;
- }
- virtual std::set<std::string> getRequiredNeighbors() {
- std::set<std::string> s;
- s.insert("air");
- s.insert("group:freezes");
- return s;
- }
- virtual float getTriggerInterval()
- { return 10.0; }
- virtual u32 getTriggerChance()
- { return 20; }
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n) {
- ServerMap *map = &env->getServerMap();
- INodeDefManager *ndef = env->getGameDef()->ndef();
-
- float heat = map->updateBlockHeat(env, p);
- content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
- if (heat >= 1 && (heat >= 40 || ((myrand_range(heat, 40)) >= (c == CONTENT_AIR ? 10 : 20)))) {
- n.freezeMelt(ndef);
- map->addNodeWithEvent(p, n);
- env->getScriptIface()->node_falling_update(p);
- }
- }
-};
-
-class LiquidMeltHot : public ActiveBlockModifier {
- public:
- LiquidMeltHot(ServerEnvironment *env, INodeDefManager *nodemgr) { }
- virtual std::set<std::string> getTriggerContents() {
- std::set<std::string> s;
- s.insert("group:melts");
- return s;
- }
- virtual std::set<std::string> getRequiredNeighbors() {
- std::set<std::string> s;
- s.insert("group:igniter");
- s.insert("group:hot");
- return s;
- }
- virtual float getTriggerInterval()
- { return 2.0; }
- virtual u32 getTriggerChance()
- { return 4; }
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n) {
- ServerMap *map = &env->getServerMap();
- INodeDefManager *ndef = env->getGameDef()->ndef();
- n.freezeMelt(ndef);
- map->addNodeWithEvent(p, n);
- env->getScriptIface()->node_falling_update(p);
- }
-};
-
-/* too buggy, later via liquid flow code
-class LiquidMeltAround : public LiquidMeltHot {
- public:
- LiquidMeltAround(ServerEnvironment *env, INodeDefManager *nodemgr)
- : LiquidMeltHot(env, nodemgr) { }
- virtual std::set<std::string> getRequiredNeighbors() {
- std::set<std::string> s;
- s.insert("group:melt_around");
- return s;
- }
- virtual float getTriggerInterval()
- { return 40.0; }
- virtual u32 getTriggerChance()
- { return 60; }
-};
-*/
-
void add_legacy_abms(ServerEnvironment *env, INodeDefManager *nodedef) {
- if (g_settings->getBool("liquid_finite")) {
- env->addActiveBlockModifier(new LiquidFlowABM(env, nodedef));
- env->addActiveBlockModifier(new LiquidDropABM(env, nodedef));
- env->addActiveBlockModifier(new LiquidMeltHot(env, nodedef));
- //env->addActiveBlockModifier(new LiquidMeltAround(env, nodedef));
- if (env->m_use_weather) {
- env->addActiveBlockModifier(new LiquidFreeze(env, nodedef));
- env->addActiveBlockModifier(new LiquidMeltWeather(env, nodedef));
- }
- }
+
}
settings->setDefault("movement_gravity", "9.81");
//liquid stuff
- settings->setDefault("liquid_finite", "false");
settings->setDefault("liquid_loop_max", "10000");
settings->setDefault("liquid_update", "1.0");
- settings->setDefault("liquid_relax", "2");
- settings->setDefault("liquid_fast_flood", "1");
- settings->setDefault("underground_springs", "1");
- settings->setDefault("weather", "false");
//mapgen stuff
settings->setDefault("mg_name", "v6");
m_recommended_send_interval(0.1),
m_max_lag_estimate(0.1)
{
- m_use_weather = g_settings->getBool("weather");
}
ServerEnvironment::~ServerEnvironment()
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
- // is weather active in this environment?
- bool m_use_weather;
-
std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
private:
Hud hud(driver, smgr, guienv, font, text_height,
gamedef, player, &local_inventory);
- bool use_weather = g_settings->getBool("weather");
-
core::stringw str = L"Minetest [";
str += driver->getName();
str += "]";
fog_range = 100000*BS;
else {
fog_range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
- if(use_weather)
- fog_range *= (1.5 - 1.4*(float)client.getEnv().getClientMap().getHumidity(pos_i)/100);
fog_range = MYMIN(fog_range, (draw_control.farthest_drawn+20)*BS);
fog_range *= 0.9;
}
<<", "<<(player_position.Y/BS)
<<", "<<(player_position.Z/BS)
<<") (yaw="<<(wrapDegrees_0_360(camera_yaw))
- <<") (t="<<client.getEnv().getClientMap().getHeat(pos_i)
- <<"C, h="<<client.getEnv().getClientMap().getHumidity(pos_i)
- <<"%) (seed = "<<((u64)client.getMapSeed())
+ <<") (seed = "<<((u64)client.getMapSeed())
<<")";
guitext2->setText(narrow_to_wide(os.str()).c_str());
guitext2->setVisible(true);
/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
- note: todo: for liquid_finite enough to add only self node
*/
v3s16 dirs[7] = {
v3s16(0,0,0), // self
/*
Add neighboring liquid nodes and this node to transform queue.
(it's vital for the node itself to get updated last.)
- note: todo: for liquid_finite enough to add only self node
*/
v3s16 dirs[7] = {
v3s16(0,0,1), // back
NeighborType t;
v3s16 p;
bool l; //can liquid
- bool i; //infinity
};
void Map::transforming_liquid_add(v3s16 p) {
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;
-
- while (m_transforming_liquid.size() > 0)
- {
- // 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};
- 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
- if (liquid_kind_flowing == CONTENT_IGNORE)
- 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);
- if (nb.n.getContent() == liquid_kind_flowing) {
- liquid_levels[i] = nb.n.getLevel(nodemgr); //(nb.n.param2 & LIQUID_LEVEL_MASK);
- nb.l = 1;
- }
- break;
- }
-
- 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];
- }
-
- //relax up
- 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)) {
- --total_level;
- }
-
- // 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;
- 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;
- } else {
- new_node_level = liquid_levels_want[i];
- }
-
- 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;
-
- // last level must flow down on stairs
- 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)
- {
- continue;
- }
-
- //++changed;
-
- /*
- update the current node
- */
- /*
- 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);
-}
-
void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
{
-
- if (g_settings->getBool("liquid_finite"))
- return Map::transformLiquidsFinite(modified_blocks);
-
INodeDefManager *nodemgr = m_gamedef->ndef();
DSTACK(__FUNCTION_NAME);
block->m_node_timers.remove(p_rel);
}
-s16 Map::getHeat(v3s16 p)
-{
- MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- if(block != NULL) {
- return block->heat;
- }
- //errorstream << "No heat for " << p.X<<"," << p.Z << std::endl;
- return 0;
-}
-
-s16 Map::getHumidity(v3s16 p)
-{
- MapBlock *block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- if(block != NULL) {
- return block->humidity;
- }
- //errorstream << "No humidity for " << p.X<<"," << p.Z << std::endl;
- return 0;
-}
-
/*
ServerMap
*/
<<","<<blockpos_requested.Y<<","
<<blockpos_requested.Z<<")"<<std::endl;*/
- /*
- Update weather data in blocks
- */
- ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
- for(s16 x=blockpos_min.X-extra_borders.X;
- x<=blockpos_max.X+extra_borders.X; x++)
- for(s16 z=blockpos_min.Z-extra_borders.Z;
- z<=blockpos_max.Z+extra_borders.Z; z++)
- for(s16 y=blockpos_min.Y-extra_borders.Y;
- y<=blockpos_max.Y+extra_borders.Y; y++)
- {
- v3s16 p(x, y, z);
- MapBlock *block = getBlockNoCreateNoEx(p);
- block->heat_last_update = 0;
- block->humidity_last_update = 0;
- if (senv->m_use_weather) {
- updateBlockHeat(senv, p * MAP_BLOCKSIZE, block);
- updateBlockHumidity(senv, p * MAP_BLOCKSIZE, block);
- } else {
- block->heat = HEAT_UNDEFINED;
- block->humidity = HUMIDITY_UNDEFINED;
- }
- }
#if 0
if(enable_mapgen_debug_info)
void ServerMap::prepareBlock(MapBlock *block) {
ServerEnvironment *senv = &((Server *)m_gamedef)->getEnv();
-
- // Calculate weather conditions
- block->heat_last_update = 0;
- block->humidity_last_update = 0;
- if (senv->m_use_weather) {
- v3s16 p = block->getPos() * MAP_BLOCKSIZE;
- updateBlockHeat(senv, p, block);
- updateBlockHumidity(senv, p, block);
- } else {
- block->heat = HEAT_UNDEFINED;
- block->humidity = HUMIDITY_UNDEFINED;
- }
}
s16 ServerMap::findGroundLevel(v2s16 p2d)
out<<"ServerMap: ";
}
-s16 ServerMap::updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block)
-{
- u32 gametime = env->getGameTime();
-
- if (block) {
- if (gametime - block->heat_last_update < 10)
- return block->heat;
- } else {
- block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- }
-
- f32 heat = m_emerge->biomedef->calcBlockHeat(p, getSeed(),
- env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
-
- if(block) {
- block->heat = heat;
- block->heat_last_update = gametime;
- }
- return heat;
-}
-
-s16 ServerMap::updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block)
-{
- u32 gametime = env->getGameTime();
-
- if (block) {
- if (gametime - block->humidity_last_update < 10)
- return block->humidity;
- } else {
- block = getBlockNoCreateNoEx(getNodeBlockPos(p));
- }
-
- f32 humidity = m_emerge->biomedef->calcBlockHumidity(p, getSeed(),
- env->getTimeOfDayF(), gametime * env->getTimeOfDaySpeed());
-
- if(block) {
- block->humidity = humidity;
- block->humidity_last_update = gametime;
- }
- return humidity;
-}
-
/*
MapVoxelManipulator
*/
virtual void PrintInfo(std::ostream &out);
void transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks);
- void transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks);
/*
Node metadata
void transforming_liquid_add(v3s16 p);
s32 transforming_liquid_size();
- virtual s16 getHeat(v3s16 p);
- virtual s16 getHumidity(v3s16 p);
-
protected:
friend class LuaVoxelManip;
u64 getSeed();
s16 getWaterLevel();
- virtual s16 updateBlockHeat(ServerEnvironment *env, v3s16 p, MapBlock *block = NULL);
- virtual s16 updateBlockHumidity(ServerEnvironment *env, v3s16 p, MapBlock *block = NULL);
-
private:
// Emerge manager
EmergeManager *m_emerge;
*/
MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
- heat(0),
- humidity(0),
- heat_last_update(0),
- humidity_last_update(0),
m_parent(parent),
m_pos(pos),
m_gamedef(gamedef),
if(net_proto_version >= 21){
int version = 1;
writeU8(os, version);
- writeF1000(os, heat);
- writeF1000(os, humidity);
+ writeF1000(os, 0); // deprecated heat
+ writeF1000(os, 0); // deprecated humidity
}
}
//if(version != 1)
// throw SerializationError("unsupported MapBlock version");
if(version >= 1) {
- heat = readF1000(is);
- humidity = readF1000(is);
+ readF1000(is); // deprecated heat
+ readF1000(is); // deprecated humidity
}
}
catch(SerializationError &e)
NodeMetadataList m_node_metadata;
NodeTimerList m_node_timers;
StaticObjectList m_static_objects;
-
- s16 heat;
- s16 humidity;
- u32 heat_last_update;
- u32 humidity_last_update;
private:
/*
void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
bool isliquid, wasliquid, rare;
v3s16 em = vm->m_area.getExtent();
- rare = g_settings->getBool("liquid_finite");
- int rarecnt = 0;
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
for (s16 x = nmin.X; x <= nmax.X; x++) {
for (s16 y = nmax.Y; y >= nmin.Y; y--) {
isliquid = ndef->get(vm->m_data[i]).isLiquid();
- // there was a change between liquid and nonliquid, add to queue. no need to add every with liquid_finite
- if (isliquid != wasliquid && (!rare || !(rarecnt++ % 36)))
+ // there was a change between liquid and nonliquid, add to queue.
+ if (isliquid != wasliquid)
trans_liquid->push_back(v3s16(x, y, z));
wasliquid = isliquid;
return 1;
}
-
// minetest.transforming_liquid_add(pos)
int ModApiEnvMod::l_transforming_liquid_add(lua_State *L)
{
return 1;
}
-// minetest.get_heat(pos)
-// pos = {x=num, y=num, z=num}
-int ModApiEnvMod::l_get_heat(lua_State *L)
-{
- GET_ENV_PTR;
-
- v3s16 pos = read_v3s16(L, 1);
- lua_pushnumber(L, env->getServerMap().updateBlockHeat(env, pos));
- return 1;
-}
-
-// minetest.get_humidity(pos)
-// pos = {x=num, y=num, z=num}
-int ModApiEnvMod::l_get_humidity(lua_State *L)
-{
- GET_ENV_PTR;
-
- v3s16 pos = read_v3s16(L, 1);
- lua_pushnumber(L, env->getServerMap().updateBlockHumidity(env, pos));
- return 1;
-}
-
// minetest.forceload_block(blockpos)
// blockpos = {x=num, y=num, z=num}
int ModApiEnvMod::l_forceload_block(lua_State *L)
API_FCT(find_path);
API_FCT(line_of_sight);
API_FCT(transforming_liquid_add);
- API_FCT(get_heat);
- API_FCT(get_humidity);
API_FCT(forceload_block);
API_FCT(forceload_free_block);
}
// minetest.transforming_liquid_add(pos)
static int l_transforming_liquid_add(lua_State *L);
- static int l_get_heat(lua_State *L);
- static int l_get_humidity(lua_State *L);
-
// minetest.forceload_block(blockpos)
// forceloads a block
static int l_forceload_block(lua_State *L);
server["dedicated"] = g_settings->get("server_dedicated");
server["privs"] = g_settings->get("default_privs");
server["rollback"] = g_settings->getBool("enable_rollback_recording");
- server["liquid_finite"] = g_settings->getBool("liquid_finite");
server["mapgen"] = g_settings->get("mg_name");
server["can_see_far_names"] = g_settings->getBool("unlimited_player_transfer_distance");
server["mods"] = Json::Value(Json::arrayValue);