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https://github.com/luanti-org/luanti.git
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starting to separate "material" to "content" and "tile"
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parent
db49f37692
commit
47a593b519
10 changed files with 340 additions and 388 deletions
199
src/voxel.cpp
199
src/voxel.cpp
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@ -335,23 +335,26 @@ int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
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if(p.Y > highest_y)
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highest_y = p.Y;
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recur_count++;
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if(recur_count > 30)
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/*if(recur_count > 1000)
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throw ProcessingLimitException
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("getWaterPressure recur_count limit reached");
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("getWaterPressure recur_count limit reached");*/
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if(recur_count > 10000)
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return -1;
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recur_count++;
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v3s16 dirs[6] = {
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v3s16(0,1,0), // top
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v3s16(-1,0,0), // left
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,0,1), // back
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v3s16(0,0,-1), // front
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v3s16(1,0,0), // right
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v3s16(-1,0,0), // left
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v3s16(0,-1,0), // bottom
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};
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// Load neighboring nodes
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// TODO: A bigger area would be better
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emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
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emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 1);
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s32 i;
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for(i=0; i<6; i++)
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@ -367,14 +370,14 @@ int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
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continue;
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int pr;
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// If at surface
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/*if(n.pressure == 1)
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// If at ocean surface
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if(n.pressure == 1 && n.d == MATERIAL_OCEAN)
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{
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pr = 1;
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}
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// Otherwise recurse more
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else*/
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else
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{
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pr = getWaterPressure(p2, highest_y, recur_count);
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if(pr == -1)
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@ -410,10 +413,21 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
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core::map<v3s16, u8> &active_nodes,
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int recur_count)
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{
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//if(recur_count > 10000)
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/*throw ProcessingLimitException
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("spreadWaterPressure recur_count limit reached");*/
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if(recur_count > 10)
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return;
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recur_count++;
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if(recur_count > 10000)
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throw ProcessingLimitException
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("spreadWaterPressure recur_count limit reached");
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/*dstream<<"spreadWaterPressure: p=("
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<<p.X<<","<<p.Y<<","<<p.Z<<")"
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<<", oldpr="<<(int)m_data[m_area.index(p)].pressure
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<<", pr="<<pr
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<<", recur_count="<<recur_count
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<<", request_area=";
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request_area.print(dstream);
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dstream<<std::endl;*/
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m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED3;
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m_data[m_area.index(p)].pressure = pr;
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@ -428,7 +442,7 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
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};
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// Load neighboring nodes
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emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
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emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 2);
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s32 i;
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for(i=0; i<6; i++)
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@ -455,6 +469,7 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
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// If block is at top
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if(i == 0)
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{
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//if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2)
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if(pr >= 3)
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pressure_causes_flow = true;
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}
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@ -466,6 +481,7 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
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// If block is at side
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else
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{
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//if(pr >= PRESERVE_WATER_VOLUME ? 2 : 1)
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if(pr >= 2)
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pressure_causes_flow = true;
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}
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@ -497,7 +513,10 @@ void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
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}
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// Ignore if correct pressure is already set and is not on
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// request_area
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// request_area.
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// Thus, request_area can be used for updating as much
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// pressure info in some area as possible to possibly
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// make some calls to getWaterPressure unnecessary.
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if(n.pressure == pr2 && request_area.contains(p2) == false)
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continue;
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@ -512,7 +531,7 @@ void VoxelManipulator::updateAreaWaterPressure(VoxelArea a,
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TimeTaker timer("updateAreaWaterPressure", g_device,
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&updateareawaterpressure_time);
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emerge(a);
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emerge(a, 3);
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bool checked2_clear = false;
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@ -596,20 +615,21 @@ void VoxelManipulator::updateAreaWaterPressure(VoxelArea a,
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bool VoxelManipulator::flowWater(v3s16 removed_pos,
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core::map<v3s16, u8> &active_nodes,
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int recursion_depth, bool debugprint,
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int *counter, int counterlimit)
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u32 stoptime)
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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(-1,0,0), // left
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,0,1), // back
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v3s16(-1,0,0), // left
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v3s16(1,0,0), // right
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v3s16(0,-1,0), // bottom
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};
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recursion_depth++;
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v3s16 p;
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bool from_ocean = false;
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// Randomize horizontal order
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static s32 cs = 0;
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@ -625,7 +645,7 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
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TimeTaker timer1("flowWater pre", g_device, &flowwater_pre_time);
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// Load neighboring nodes
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emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
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emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)), 4);
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// Ignore incorrect removed_pos
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{
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@ -660,11 +680,13 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
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// If block is at bottom, select it if it has enough pressure
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if(i == 5)
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{
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//if(n.pressure >= PRESERVE_WATER_VOLUME ? 3 : 2)
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if(n.pressure >= 3)
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break;
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continue;
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}
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// Else block is at some side. Select it if it has enough pressure
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//if(n.pressure >= PRESERVE_WATER_VOLUME ? 2 : 1)
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if(n.pressure >= 2)
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{
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break;
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@ -675,22 +697,47 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
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if(i==6)
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return false;
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// Switch nodes at p and removed_pos
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/*
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Move water and bubble
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*/
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u8 m = m_data[m_area.index(p)].d;
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u8 f = m_flags[m_area.index(p)];
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m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
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m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
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if(m == MATERIAL_OCEAN)
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from_ocean = true;
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// Move air bubble if not taking water from ocean
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if(from_ocean == false)
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{
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m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
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m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
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}
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m_data[m_area.index(removed_pos)].d = m;
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m_flags[m_area.index(removed_pos)] = f;
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// Mark removed_pos checked
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m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
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// If block was dropped from surface, increase pressure
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if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
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{
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m_data[m_area.index(removed_pos)].pressure = 2;
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}
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/*
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NOTE: This does not work as-is
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if(m == MATERIAL_OCEAN)
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{
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// If block was raised to surface, increase pressure of
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// source node
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if(i == 5 && m_data[m_area.index(p)].pressure == 1)
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{
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m_data[m_area.index(p)].pressure = 2;
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}
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}*/
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/*if(debugprint)
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{
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dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
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@ -720,12 +767,30 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
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}
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}//timer1
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// Flow water to the newly created empty position
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flowWater(p, active_nodes, recursion_depth,
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debugprint, counter, counterlimit);
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//if(PRESERVE_WATER_VOLUME)
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if(from_ocean == false)
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{
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// Flow water to the newly created empty position
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/*flowWater(p, active_nodes, recursion_depth,
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debugprint, counter, counterlimit);*/
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flowWater(p, active_nodes, recursion_depth,
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debugprint, stoptime);
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}
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if(stoptime != 0 && g_device != NULL)
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{
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u32 timenow = g_device->getTimer()->getRealTime();
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if(timenow >= stoptime ||
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(stoptime < 0x80000000 && timenow > 0x80000000))
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{
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dstream<<"flowWater: stoptime reached"<<std::endl;
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throw ProcessingLimitException("flowWater stoptime reached");
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}
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}
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find_again:
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// Try flowing water to empty positions around removed_pos.
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// They are checked in reverse order compared to the previous loop.
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for(s32 i=5; i>=0; i--)
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@ -745,7 +810,9 @@ find_again:
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// Flow water to node
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bool moved =
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flowWater(p, active_nodes, recursion_depth,
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debugprint, counter, counterlimit);
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debugprint, stoptime);
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/*flowWater(p, active_nodes, recursion_depth,
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debugprint, counter, counterlimit);*/
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if(moved)
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{
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}
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}
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if(counter != NULL)
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{
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(*counter)++;
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if((*counter) % 10 == 0)
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dstream<<"flowWater(): moved "<<(*counter)<<" nodes"
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<<std::endl;
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if(counterlimit != -1 && (*counter) > counterlimit)
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{
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dstream<<"Counter limit reached; returning"<<std::endl;
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throw ProcessingLimitException("flowWater counterlimit reached");
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}
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}
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return true;
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}
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void VoxelManipulator::flowWater(
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core::map<v3s16, u8> &active_nodes,
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int recursion_depth, bool debugprint,
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int counterlimit)
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u32 timelimit)
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{
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addarea_time = 0;
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emerge_time = 0;
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updateareawaterpressure_time = 0;
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flowwater_pre_time = 0;
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if(active_nodes.size() == 0)
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{
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dstream<<"flowWater: no active nodes"<<std::endl;
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return;
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}
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TimeTaker timer1("flowWater (active_nodes)", g_device);
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dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl;
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int counter = 0;
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//int counter = 0;
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u32 stoptime = 0;
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if(g_device != NULL)
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{
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stoptime = g_device->getTimer()->getRealTime() + timelimit;
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}
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// Count of handled active nodes
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u32 handled_count = 0;
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try
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{
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/*
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Take random one at first
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This is randomized only at the first time so that all
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subsequent nodes will be taken at roughly the same position
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*/
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s32 k = 0;
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if(active_nodes.size() != 0)
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k = (s32)rand() % (s32)active_nodes.size();
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// Flow water to active nodes
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for(;;)
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//for(s32 h=0; h<1; h++)
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{
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// Clear check flags
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clearFlag(VOXELFLAG_CHECKED);
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if(active_nodes.size() == 0)
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break;
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dstream<<"Selecting a new active_node"<<std::endl;
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handled_count++;
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// Clear check flags
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clearFlag(VOXELFLAG_CHECKED);
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//dstream<<"Selecting a new active_node"<<std::endl;
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#if 0
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// Take first one
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@ -810,9 +891,7 @@ void VoxelManipulator::flowWater(
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#endif
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#if 1
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// Take random one
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s32 k = (s32)rand() % (s32)active_nodes.size();
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//s32 k = 0;
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core::map<v3s16, u8>::Iterator
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i = active_nodes.getIterator().getNode();
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for(s32 j=0; j<k; j++)
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@ -820,12 +899,17 @@ void VoxelManipulator::flowWater(
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i++;
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}
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core::map<v3s16, u8>::Node *n = i.getNode();
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// Decrement index if less than 0.
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// This keeps us in existing indices always.
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if(k > 0)
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k--;
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#endif
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v3s16 p = n->getKey();
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active_nodes.remove(p);
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flowWater(p, active_nodes, recursion_depth,
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debugprint, &counter, counterlimit);
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debugprint, stoptime);
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}
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}
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@ -836,11 +920,14 @@ void VoxelManipulator::flowWater(
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v3s16 e = m_area.getExtent();
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s32 v = m_area.getVolume();
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dstream<<"flowWater (active): moved "<<counter<<" nodes, "
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//dstream<<"flowWater (active): moved "<<counter<<" nodes, "
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dstream<<"flowWater (active): "
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<<"area ended up as "
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<<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v
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<<", handled a_node count: "<<handled_count
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<<", active_nodes.size() = "<<active_nodes.size()
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<<std::endl;
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dstream<<"addarea_time: "<<addarea_time
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<<", emerge_time: "<<emerge_time
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<<", emerge_load_time: "<<emerge_load_time
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