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Liquids: Flow into and destroy 'floodable' nodes
Add new node property 'floodable', default false
Define "air" as floodable = true in C++ and lua
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paramat committed Jan 7, 2016
1 parent bd40ee2 commit 0bbbc6e
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Showing 7 changed files with 49 additions and 32 deletions.
1 change: 1 addition & 0 deletions builtin/game/item.lua
Expand Up @@ -574,6 +574,7 @@ core.nodedef_default = {
diggable = true,
climbable = false,
buildable_to = false,
floodable = false,
liquidtype = "none",
liquid_alternative_flowing = "",
liquid_alternative_source = "",
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1 change: 1 addition & 0 deletions builtin/game/register.lua
Expand Up @@ -289,6 +289,7 @@ core.register_node(":air", {
pointable = false,
diggable = false,
buildable_to = true,
floodable = true,
air_equivalent = true,
drop = "",
groups = {not_in_creative_inventory=1},
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1 change: 1 addition & 0 deletions doc/lua_api.txt
Expand Up @@ -3396,6 +3396,7 @@ Definition tables
diggable = true, -- If false, can never be dug
climbable = false, -- If true, can be climbed on (ladder)
buildable_to = false, -- If true, placed nodes can replace this node
floodable = false, -- If true, liquids flow into and replace this node
liquidtype = "none", -- "none"/"source"/"flowing"
liquid_alternative_flowing = "", -- Flowing version of source liquid
liquid_alternative_source = "", -- Source version of flowing liquid
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70 changes: 38 additions & 32 deletions src/map.cpp
Expand Up @@ -1654,10 +1654,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
loop_max *= m_transforming_liquid_loop_count_multiplier;
#endif

while(m_transforming_liquid.size() != 0)
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)
if (loopcount >= initial_size || loopcount >= loop_max)
break;
loopcount++;

Expand All @@ -1674,21 +1674,24 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
*/
s8 liquid_level = -1;
content_t liquid_kind = CONTENT_IGNORE;
LiquidType liquid_type = nodemgr->get(n0).liquid_type;
content_t floodable_node = CONTENT_AIR;
ContentFeatures cf = nodemgr->get(n0);
LiquidType liquid_type = cf.liquid_type;
switch (liquid_type) {
case LIQUID_SOURCE:
liquid_level = LIQUID_LEVEL_SOURCE;
liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
liquid_kind = nodemgr->getId(cf.liquid_alternative_flowing);
break;
case LIQUID_FLOWING:
liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
liquid_kind = n0.getContent();
break;
case LIQUID_NONE:
// if this is an air node, it *could* be transformed into a liquid. otherwise,
// continue with the next node.
if (n0.getContent() != CONTENT_AIR)
// if this node is 'floodable', it *could* be transformed
// into a liquid, otherwise, continue with the next node.
if (!cf.floodable)
continue;
floodable_node = n0.getContent();
liquid_kind = CONTENT_AIR;
break;
}
Expand Down Expand Up @@ -1718,9 +1721,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
}
v3s16 npos = p0 + dirs[i];
NodeNeighbor nb(getNodeNoEx(npos), nt, npos);
ContentFeatures cfnb = nodemgr->get(nb.n);
switch (nodemgr->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
if (nb.n.getContent() == CONTENT_AIR) {
if (cfnb.floodable) {
airs[num_airs++] = nb;
// if the current node is a water source the neighbor
// should be enqueded for transformation regardless of whether the
Expand All @@ -1738,8 +1742,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
case LIQUID_SOURCE:
// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
liquid_kind = nodemgr->getId(cfnb.liquid_alternative_flowing);
if (nodemgr->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
// Do not count bottom source, it will screw things up
Expand All @@ -1750,8 +1754,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
case LIQUID_FLOWING:
// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing);
if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) {
liquid_kind = nodemgr->getId(cfnb.liquid_alternative_flowing);
if (nodemgr->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
flows[num_flows++] = nb;
Expand All @@ -1770,8 +1774,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
s8 max_node_level = -1;

u8 range = nodemgr->get(liquid_kind).liquid_range;
if (range > LIQUID_LEVEL_MAX+1)
range = LIQUID_LEVEL_MAX+1;
if (range > LIQUID_LEVEL_MAX + 1)
range = LIQUID_LEVEL_MAX + 1;

if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
Expand All @@ -1780,10 +1784,11 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source);
} else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) {
// liquid_kind is set properly, see above
new_node_content = liquid_kind;
max_node_level = new_node_level = LIQUID_LEVEL_MAX;
if (new_node_level < (LIQUID_LEVEL_MAX+1-range))
new_node_content = CONTENT_AIR;
if (new_node_level >= (LIQUID_LEVEL_MAX + 1 - range))
new_node_content = liquid_kind;
else
new_node_content = floodable_node;
} else {
// no surrounding sources, so get the maximum level that can flow into this node
for (u16 i = 0; i < num_flows; i++) {
Expand All @@ -1794,16 +1799,16 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
max_node_level = LIQUID_LEVEL_MAX;
if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX)
max_node_level = nb_liquid_level + WATER_DROP_BOOST;
} else if (nb_liquid_level > max_node_level)
} else if (nb_liquid_level > max_node_level) {
max_node_level = nb_liquid_level;
}
break;
case NEIGHBOR_LOWER:
break;
case NEIGHBOR_SAME_LEVEL:
if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK &&
nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) {
nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level)
max_node_level = nb_liquid_level - 1;
}
break;
}
}
Expand All @@ -1821,23 +1826,25 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
new_node_level = liquid_level + 1;
if (new_node_level != max_node_level)
must_reflow.push_back(p0);
} else
} else {
new_node_level = max_node_level;
}

if (max_node_level >= (LIQUID_LEVEL_MAX+1-range))
if (max_node_level >= (LIQUID_LEVEL_MAX + 1 - range))
new_node_content = liquid_kind;
else
new_node_content = CONTENT_AIR;
new_node_content = floodable_node;

}

/*
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)))
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)))
continue;


Expand All @@ -1857,11 +1864,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)

// Find out whether there is a suspect for this action
std::string suspect;
if(m_gamedef->rollback()) {
if (m_gamedef->rollback())
suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
}

if(m_gamedef->rollback() && !suspect.empty()){
if (m_gamedef->rollback() && !suspect.empty()) {
// Blame suspect
RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
// Get old node for rollback
Expand All @@ -1880,10 +1886,10 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)

v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL) {
if (block != NULL) {
modified_blocks[blockpos] = block;
// If new or old node emits light, MapBlock requires lighting update
if(nodemgr->get(n0).light_source != 0 ||
if (nodemgr->get(n0).light_source != 0 ||
nodemgr->get(n00).light_source != 0)
lighting_modified_blocks[block->getPos()] = block;
}
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4 changes: 4 additions & 0 deletions src/nodedef.cpp
Expand Up @@ -233,6 +233,7 @@ void ContentFeatures::reset()
diggable = true;
climbable = false;
buildable_to = false;
floodable = false;
rightclickable = true;
leveled = 0;
liquid_type = LIQUID_NONE;
Expand Down Expand Up @@ -318,6 +319,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
// the protocol version
os<<serializeString(mesh);
collision_box.serialize(os, protocol_version);
writeU8(os, floodable);
}

void ContentFeatures::deSerialize(std::istream &is)
Expand Down Expand Up @@ -388,6 +390,7 @@ void ContentFeatures::deSerialize(std::istream &is)
// otherwise changes the protocol version
mesh = deSerializeString(is);
collision_box.deSerialize(is);
floodable = readU8(is);
}catch(SerializationError &e) {};
}

Expand Down Expand Up @@ -520,6 +523,7 @@ void CNodeDefManager::clear()
f.pointable = false;
f.diggable = false;
f.buildable_to = true;
f.floodable = true;
f.is_ground_content = true;
// Insert directly into containers
content_t c = CONTENT_AIR;
Expand Down
2 changes: 2 additions & 0 deletions src/nodedef.h
Expand Up @@ -229,6 +229,8 @@ struct ContentFeatures
bool climbable;
// Player can build on these
bool buildable_to;
// Liquids flow into and replace node
bool floodable;
// Player cannot build to these (placement prediction disabled)
bool rightclickable;
// Flowing liquid or snow, value = default level
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2 changes: 2 additions & 0 deletions src/script/common/c_content.cpp
Expand Up @@ -481,6 +481,8 @@ ContentFeatures read_content_features(lua_State *L, int index)
getboolfield(L, index, "climbable", f.climbable);
// Player can build on these
getboolfield(L, index, "buildable_to", f.buildable_to);
// Liquids flow into and replace node
getboolfield(L, index, "floodable", f.floodable);
// Whether the node is non-liquid, source liquid or flowing liquid
f.liquid_type = (LiquidType)getenumfield(L, index, "liquidtype",
ScriptApiNode::es_LiquidType, LIQUID_NONE);
Expand Down

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