Freeze-melt adjust
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@ -255,11 +255,12 @@ class LiquidFreeze : public ActiveBlockModifier {
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float heat = map->getHeat(env, p);
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float heat = map->getHeat(env, p);
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//heater = rare
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//heater = rare
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if (heat <= -1 && (heat <= -50 || ((myrand_range(-50, heat)) <= -30))) {
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content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
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//more chance to freeze if air at top
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if (heat <= -1 && (heat <= -50 || (myrand_range(-50, heat) <= (c == CONTENT_AIR ? -10 : -40)))) {
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content_t c_self = n.getContent();
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content_t c_self = n.getContent();
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// making freeze not annoying, do not freeze random blocks in center of ocean
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// making freeze not annoying, do not freeze random blocks in center of ocean
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// todo: any block not water (dont freeze _source near _flowing)
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// todo: any block not water (dont freeze _source near _flowing)
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content_t c;
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bool allow = heat < -40;
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bool allow = heat < -40;
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// todo: make for(...)
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// todo: make for(...)
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if (!allow) {
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if (!allow) {
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@ -315,7 +316,8 @@ class LiquidMeltWeather : public ActiveBlockModifier {
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INodeDefManager *ndef = env->getGameDef()->ndef();
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INodeDefManager *ndef = env->getGameDef()->ndef();
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float heat = map->getHeat(env, p);
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float heat = map->getHeat(env, p);
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if (heat >= 1 && (heat >= 40 || ((myrand_range(heat, 40)) >= 20))) {
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content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
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if (heat >= 1 && (heat >= 40 || ((myrand_range(heat, 40)) >= (c == CONTENT_AIR ? 10 : 20)))) {
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n.freezeMelt(ndef);
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n.freezeMelt(ndef);
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map->addNodeWithEvent(p, n);
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map->addNodeWithEvent(p, n);
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env->getScriptIface()->node_falling_update(p);
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env->getScriptIface()->node_falling_update(p);
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