Removed debugging code and fixed issue #1039

This commit is contained in:
WillConker 2024-06-09 17:27:52 +01:00
parent 4548ee4000
commit 331eabb80f
4 changed files with 71 additions and 77 deletions

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@ -42,4 +42,18 @@ WARNING: This function is never used in mcl2, use at your own risk. The informat
* pos: position * pos: position
* realpos: position, position of the entity * realpos: position, position of the entity
* node: node * node: node
* radius: number * radius: number
## flowlib.get_liquid_height(pos, pos_offset)
Return the exact height that a flowing liquid is rendered at <pos>, or nil if there is no flowing liquid in that node.
This has sub-node precision.
If <pos_offset> is specified, then <pos> must be rounded to the nearest node, and <pos_offset> is the offset from the centre of the node.
* pos: position (vector)
* pos_offset: offset (vector) - all dimensions must have absolute value of at most 0.5
## flowlib.liquid_at_exact(pos, pos_offset)
Return the liquid that is rendered at <pos>, or nil if no liquid is rendered at that position.
This has sub-node precision.
If <pos_offset> is specified, then <pos> must be rounded to the nearest node, and <pos_offset> is the offset from the centre of the node.
* pos: position (vector)
* pos_offset: offset (vector) - all dimensions must have absolute value of at most 0.5

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@ -65,7 +65,7 @@ end
flowlib.is_liquid = is_liquid flowlib.is_liquid = is_liquid
local function node_is_liquid(node) local function node_is_liquid(node)
return minetest.get_item_group(node.name, "liquid") ~= 0 return get_item_group(node.name, "liquid") ~= 0
end end
flowlib.node_is_liquid = node_is_liquid flowlib.node_is_liquid = node_is_liquid
@ -187,21 +187,14 @@ end
-- Based on https://github.com/minetest/minetest/blob/master/src/client/content_mapblock.cpp#L536-L813 -- Based on https://github.com/minetest/minetest/blob/master/src/client/content_mapblock.cpp#L536-L813
-- If minetest ever changes liquid flowing rendering this must be changed accordingly
local function get_liquid_corner_heights(pos) local function get_liquid_corner_heights(pos)
local stime = minetest.get_us_time() -- debug
local cur_liquid = {} local cur_liquid = {}
local node = get_node(pos) local node = get_node(pos)
local ndef = registered_nodes[node.name]
if not (get_item_group(node.name, "liquid") > 0) then return end if not (get_item_group(node.name, "liquid") > 0) then return end
local ndef = registered_nodes[node.name]
local node_above = get_node({x=pos.x, y=pos.y+1, z=pos.z}) local node_above = get_node({x=pos.x, y=pos.y+1, z=pos.z})
minetest.debug("glch1", minetest.get_us_time() - stime)
stime = minetest.get_us_time()
-- BEGIN prepareLiquidNodeDrawing -- BEGIN prepareLiquidNodeDrawing
cur_liquid.content = node.name cur_liquid.content = node.name
local c_flowing = ndef.liquid_alternative_flowing local c_flowing = ndef.liquid_alternative_flowing
@ -210,8 +203,6 @@ local function get_liquid_corner_heights(pos)
-- quick return if the liquid above is the same -- quick return if the liquid above is the same
if cur_liquid.top_is_same_liquid then return {0.5, 0.5, 0.5, 0.5} end if cur_liquid.top_is_same_liquid then return {0.5, 0.5, 0.5, 0.5} end
-- END prepareLiquidNodeDrawing -- END prepareLiquidNodeDrawing
minetest.debug("glch2", minetest.get_us_time() - stime)
stime = minetest.get_us_time()
local c_flowing_ndef = registered_nodes[c_flowing] local c_flowing_ndef = registered_nodes[c_flowing]
@ -248,10 +239,6 @@ local function get_liquid_corner_heights(pos)
end end
--END getLiquidNeighborhood --END getLiquidNeighborhood
minetest.debug("glch3", minetest.get_us_time() - stime)
stime = minetest.get_us_time()
--BEGIN drawLiquidTop calculateCornerLevels --BEGIN drawLiquidTop calculateCornerLevels
local vertices = { local vertices = {
get_corner_level(1, 2, c_flowing, c_source, neighbors), get_corner_level(1, 2, c_flowing, c_source, neighbors),
@ -259,57 +246,59 @@ local function get_liquid_corner_heights(pos)
get_corner_level(2, 1, c_flowing, c_source, neighbors), get_corner_level(2, 1, c_flowing, c_source, neighbors),
get_corner_level(1, 1, c_flowing, c_source, neighbors), get_corner_level(1, 1, c_flowing, c_source, neighbors),
} }
--first 3 vertices are connected, so are last 2 and first
minetest.debug("glch4", minetest.get_us_time() - stime)
stime = minetest.get_us_time()
--END drawLiquidTop calculateCornerLevels --END drawLiquidTop calculateCornerLevels
return vertices return vertices
end end
local function get_liquid_height(pos_origin, pos_offset) local function get_liquid_height(pos, pos_offset)
local stime = minetest.get_us_time() -- debug local pos_origin
if pos_offset == nil then
pos_origin = vector.round(pos)
pos_offset = pos - pos_origin
else
pos_origin = pos
end
minetest.debug("pos_origin:", pos_origin)
local corner_heights = get_liquid_corner_heights(pos_origin) local corner_heights = get_liquid_corner_heights(pos_origin)
minetest.debug("glh1", minetest.get_us_time() - stime)
stime = minetest.get_us_time()
if corner_heights == nil then return end if corner_heights == nil then return end
-- order: -+ ++ +- -- -- order: -+ ++ +- --
--first 3 vertices are connected, so are last 2 and first
local height_centre, height_x, height_z
if pos_offset.x + pos_offset.z > 0 then if pos_offset.x + pos_offset.z > 0 then
-- first triangle -- first triangle
pos_offset = {x=0.5, y=0, z=0.5} - pos_offset minetest.debug(dump(pos_offset))
local height_centre = corner_heights[2] pos_offset = vector.subtract({x=0.5, y=0, z=0.5}, pos_offset)
local height_x = corner_heights[1] height_centre = corner_heights[2]
local height_z = corner_heights[3] height_x = corner_heights[1]
local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z height_z = corner_heights[3]
return height + pos_origin.y
else else
-- second triangle -- second triangle
pos_offset = {x=0.5, y=0, z=0.5} + pos_offset pos_offset = vector.add({x=0.5, y=0, z=0.5}, pos_offset)
local height_centre = corner_heights[4] height_centre = corner_heights[4]
local height_x = corner_heights[3] height_x = corner_heights[3]
local height_z = corner_heights[1] height_z = corner_heights[1]
local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z
return height + pos_origin.y
end end
-- interpolate based on position in triangle
local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z
return height + pos_origin.y
end end
local function liquid_at_exact(pos, pos_offset) local function liquid_at_exact(pos, pos_offset)
local pos_origin = vector.round(pos) local pos_origin
if pos_offset == nil then if pos_offset == nil then
pos_origin = vector.round(pos)
pos_offset = pos - pos_origin pos_offset = pos - pos_origin
else
pos_origin = pos
end end
local liq_height = get_liquid_height(pos_origin, pos_offset) local liq_height = get_liquid_height(pos_origin, pos_offset)
if liq_height == nil then return nil end if liq_height == nil then return nil end
if liq_height > (pos_offset.y + pos_origin.y) then if liq_height > (pos_offset.y + pos_origin.y) then
return minetest.get_node(pos_origin).name return get_node(pos_origin).name
else else
return nil return nil
end end
end end
flowlib.get_liquid_corner_heights = get_liquid_corner_heights
flowlib.get_liquid_height = get_liquid_height flowlib.get_liquid_height = get_liquid_height
flowlib.liquid_at_exact = liquid_at_exact flowlib.liquid_at_exact = liquid_at_exact

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@ -552,8 +552,6 @@ end
local function do_breath_tick(player, dtime) local function do_breath_tick(player, dtime)
-- don't use default breath -- don't use default breath
minetest.set_node({x=0, y=100, z=0}, {name="mcl_core:lava_flowing", param2=math.random(0,7)})
player:set_breath(player:get_properties().breath_max) player:set_breath(player:get_properties().breath_max)
local breath_max = hb.settings.breath_max local breath_max = hb.settings.breath_max

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@ -45,7 +45,31 @@ end
local time = 0 local time = 0
local function get_head_submerged_node(head_pos) local function get_head_submerged_node(head_pos)
return flowlib.liquid_at_exact(head_pos) local true_liquid = flowlib.liquid_at_exact(head_pos)
-- If player is on the edge of a liquid node, they should not be in it
-- This is to allow water columns to be climbed without drowning
-- Would be better if this were implemented in minetest i.e. players climbing outside of liquids
local pos_origin = vector.round(head_pos)--{x=math.floor(head_pos.x + 0.5), y=head_pos.y, z=math.floor(head_pos.z + 0.5)}
-- Amount in nodes to allow player to be inside liquid without being inside liquid
local inside_liquid_leeway = 0.06
local adjacent_liquid
if head_pos.x - pos_origin.x > 0.5 - inside_liquid_leeway then
adjacent_liquid = flowlib.liquid_at_exact({x=pos_origin.x+1, y=pos_origin.y, z=pos_origin.z}, {x=-0.5, y=head_pos.y - pos_origin.y, z=0})
elseif pos_origin.x - head_pos.x > 0.5 - inside_liquid_leeway then
adjacent_liquid = flowlib.liquid_at_exact({x=pos_origin.x-1, y=pos_origin.y, z=pos_origin.z}, {x= 0.5, y=head_pos.y - pos_origin.y, z=0})
elseif head_pos.z - pos_origin.z > 0.5 - inside_liquid_leeway then
adjacent_liquid = flowlib.liquid_at_exact({x=pos_origin.x, y=pos_origin.y, z=pos_origin.z+1}, {x=0, y=head_pos.y - pos_origin.y, z=-0.5})
elseif pos_origin.z - head_pos.z > 0.5 - inside_liquid_leeway then
adjacent_liquid = flowlib.liquid_at_exact({x=pos_origin.x, y=pos_origin.y, z=pos_origin.z-1}, {x=0, y=head_pos.y - pos_origin.y, z=0.5})
else
return true_liquid
end
-- Only use the adjacent node if it is air
if adjacent_liquid == nil then
return adjacent_liquid
else
return true_liquid
end
end end
local function get_player_nodes(player) local function get_player_nodes(player)
@ -69,32 +93,6 @@ local function get_player_nodes(player)
infotable.head_submerged_in = get_head_submerged_node(part_pos) infotable.head_submerged_in = get_head_submerged_node(part_pos)
minetest.debug("player " .. player:get_player_name() .. " has head submerged in:", infotable.head_submerged_in) minetest.debug("player " .. player:get_player_name() .. " has head submerged in:", infotable.head_submerged_in)
local lch = flowlib.get_liquid_corner_heights(part_pos)
local lh = flowlib.get_liquid_height(vector.round(part_pos), part_pos - vector.round(part_pos))
if lch then
--minetest.debug("current liquid corner heights: ", "-+", lch[1].y , "++", lch[2].y , "+-", lch[3].y , "--", lch[4].y)
end
for i,v in ipairs(minetest.get_objects_inside_radius(player_pos, 5)) do
if (v:get_luaentity() or {}).name == "mcl_playerinfo:debug_marker" then
v:remove()
end
end
if lch then
minetest.add_entity(vector.add(vector.round(part_pos), {x=-0.5, y=lch[1], z= 0.5}), "mcl_playerinfo:debug_marker")
minetest.add_entity(vector.add(vector.round(part_pos), {x= 0.5, y=lch[2], z= 0.5}), "mcl_playerinfo:debug_marker")
minetest.add_entity(vector.add(vector.round(part_pos), {x= 0.5, y=lch[3], z=-0.5}), "mcl_playerinfo:debug_marker")
minetest.add_entity(vector.add(vector.round(part_pos), {x=-0.5, y=lch[4], z=-0.5}), "mcl_playerinfo:debug_marker")
end
for i=1,4 do
if lh then
minetest.add_entity({x=part_pos.x, y=lh, z=part_pos.z}, "mcl_playerinfo:debug_marker")
end
minetest.add_entity(part_pos, "mcl_playerinfo:debug_marker")
end
part_pos = get_playerpart_pos("head_top", player_pos, collisionbox, eye_height) part_pos = get_playerpart_pos("head_top", player_pos, collisionbox, eye_height)
infotable.node_head_top = node_ok(part_pos).name infotable.node_head_top = node_ok(part_pos).name
@ -147,11 +145,6 @@ minetest.register_on_joinplayer(function(player)
node_stand = "", node_stand = "",
node_stand_below = "", node_stand_below = "",
node_head_top = "", node_head_top = "",
ndef_head = "",
ndef_feet = "",
ndef_stand = "",
ndef_stand_below = "",
ndef_head_top = "",
} }
end) end)