removed accidental double flowWater
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2a0d1a059e
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db49f37692
177
src/voxel.cpp
177
src/voxel.cpp
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@ -725,183 +725,6 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
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flowWater(p, active_nodes, recursion_depth,
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debugprint, counter, counterlimit);
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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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{
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//v3s16 p = removed_pos + dirs[i];
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p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
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u8 f = m_flags[m_area.index(p)];
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// Water can't move to inexistent nodes
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if(f & VOXELFLAG_INEXISTENT)
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continue;
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MapNode &n = m_data[m_area.index(p)];
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// Water can only move to air
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if(n.d != MATERIAL_AIR)
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continue;
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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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if(moved)
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{
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// Search again from all neighbors
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goto find_again;
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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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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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{
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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,-1,0), // bottom
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};
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recursion_depth++;
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v3s16 p;
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// Randomize horizontal order
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static s32 cs = 0;
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if(cs < 3)
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cs++;
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else
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cs = 0;
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s16 s1 = (cs & 1) ? 1 : -1;
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s16 s2 = (cs & 2) ? 1 : -1;
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//dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
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{
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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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// Ignore incorrect removed_pos
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{
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u8 f = m_flags[m_area.index(removed_pos)];
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// Ignore inexistent or checked node
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if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
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return false;
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MapNode &n = m_data[m_area.index(removed_pos)];
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// Water can move only to air
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if(n.d != MATERIAL_AIR)
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return false;
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}
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s32 i;
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for(i=0; i<6; i++)
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{
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p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
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u8 f = m_flags[m_area.index(p)];
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// Inexistent or checked nodes can't move
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if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
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continue;
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MapNode &n = m_data[m_area.index(p)];
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// Only liquid nodes can move
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if(material_liquid(n.d) == false)
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continue;
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// If block is at top, select it always
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if(i == 0)
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{
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break;
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}
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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 >= 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 >= 2)
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{
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break;
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}
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}
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// If there is nothing to move, return
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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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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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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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/*if(debugprint)
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{
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dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
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print(dstream, VOXELPRINT_WATERPRESSURE);
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}*/
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// Update pressure
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VoxelArea a;
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a.addPoint(p - v3s16(1,1,1));
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a.addPoint(p + v3s16(1,1,1));
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a.addPoint(removed_pos - v3s16(1,1,1));
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a.addPoint(removed_pos + v3s16(1,1,1));
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updateAreaWaterPressure(a, active_nodes);
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/*if(debugprint)
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{
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dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
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print(dstream, VOXELPRINT_WATERPRESSURE);
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//std::cin.get();
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}*/
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if(debugprint)
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{
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dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
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print(dstream, VOXELPRINT_WATERPRESSURE);
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//std::cin.get();
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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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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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