diff options
Diffstat (limited to 'src/map.cpp')
-rw-r--r-- | src/map.cpp | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/src/map.cpp b/src/map.cpp index 74bea3dac..07af2676b 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1614,10 +1614,322 @@ struct NodeNeighbor { MapNode n; NeighborType t; v3s16 p; + bool l; //can liquid + bool i; //infinity }; +void Map::transforming_liquid_add(v3s16 p) { + m_transforming_liquid.push_back(p); +} + +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(core::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"); + + /*if(initial_size != 0) + infostream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/ + + // 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) + core::map<v3s16, MapBlock*> lighting_modified_blocks; + + 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 >= 1000) + break; + loopcount++; + /* + Get a queued transforming liquid node + */ + v3s16 p0 = m_transforming_liquid.pop_front(); + u16 total_level = 0; + NodeNeighbor neighbors[7]; // surrounding flowing liquid nodes + s8 liquid_levels[7] = {-1, -1, -1, -1, -1, -1, -1}; // current level of every block + s8 liquid_levels_want[7] = {-1, -1, -1, -1, -1, -1, -1}; // target levels + 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] = 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.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]; + } + + if (relax && p0.Y <= water_level && liquid_levels[D_TOP] == 0 && total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level - can_liquid_same_level + 2 && can_liquid_same_level >= relax + 1) { //relax up + total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_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; + + if (relax && p0.Y > water_level && liquid_levels[D_TOP] == 0 && liquid_levels[D_BOTTOM] == LIQUID_LEVEL_SOURCE && want_level == 0 && total_level <= can_liquid_same_level - 2 && can_liquid_same_level >= relax + 1) { //relax down + 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 + && liquid_levels[ii] > liquid_levels_want[ii] + ) { + ++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 (liquid_levels_want[ii] >= 0 && + (neighbors[ii].i || + (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) //maybe == 1 // + for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level + if (!neighbors[ii].l) + continue; + 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.param2 & LIQUID_LEVEL_MASK) == (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 + )) + ) { + 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(new_node_content); + // 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.insert(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 + if (changed) for (u16 ii = D_SELF + 1; ii < D_TOP; ++ii) { // only same level + 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(core::map<v3s16, MapBlock*> & modified_blocks) { + + if (g_settings->getBool("liquid_finite")) return Map::transformLiquidsFinite(modified_blocks); + INodeDefManager *nodemgr = m_gamedef->ndef(); DSTACK(__FUNCTION_NAME); |