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Remove liquid_finite and weather

This commit is contained in:
proller 2014-04-18 21:08:03 +04:00
parent 674be38fc2
commit 0279f32db7
18 changed files with 8 additions and 836 deletions

View file

@ -1100,7 +1100,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
/*
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
@ -1292,7 +1291,6 @@ void Map::removeNodeAndUpdate(v3s16 p,
/*
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
@ -1619,7 +1617,6 @@ struct NodeNeighbor {
NeighborType t;
v3s16 p;
bool l; //can liquid
bool i; //infinity
};
void Map::transforming_liquid_add(v3s16 p) {
@ -1630,383 +1627,8 @@ s32 Map::transforming_liquid_size() {
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);
@ -2385,26 +2007,6 @@ void Map::removeNodeTimer(v3s16 p)
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
*/
@ -2818,29 +2420,6 @@ MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
<<","<<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)
@ -3176,18 +2755,6 @@ MapBlock *ServerMap::getBlockOrEmerge(v3s16 p3d)
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)
@ -3917,48 +3484,6 @@ void ServerMap::PrintInfo(std::ostream &out)
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
*/