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Use std::map instead of core::map (#12301)
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4 changed files with 25 additions and 27 deletions
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@ -533,7 +533,7 @@ struct TestMapBlock: public TestBase
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parent.node.setContent(CONTENT_AIR);
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parent.node.setLight(LIGHTBANK_DAY, LIGHT_SUN);
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parent.node.setLight(LIGHTBANK_NIGHT, 0);
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core::map<v3s16, bool> light_sources;
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std::map<v3s16, bool> light_sources;
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// The bottom block is invalid, because we have a shadowing node
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UASSERT(b.propagateSunlight(light_sources) == false);
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UASSERT(b.getNode(v3s16(1,4,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
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@ -560,7 +560,7 @@ struct TestMapBlock: public TestBase
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parent.position_valid = true;
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b.setIsUnderground(true);
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parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2);
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core::map<v3s16, bool> light_sources;
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std::map<v3s16, bool> light_sources;
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// The block below should be valid because there shouldn't be
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// sunlight in there either
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UASSERT(b.propagateSunlight(light_sources, true) == true);
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@ -601,7 +601,7 @@ struct TestMapBlock: public TestBase
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}
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// Lighting value for the valid nodes
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parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2);
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core::map<v3s16, bool> light_sources;
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std::map<v3s16, bool> light_sources;
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// Bottom block is not valid
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UASSERT(b.propagateSunlight(light_sources) == false);
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}
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