#include "treegen.h" // For treegen::make_tree
#include "main.h" // for g_settings
#include "map.h"
-#include "cpp_api/scriptapi.h"
+#include "scripting_game.h"
#include "log.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
ServerMap *map = &env->getServerMap();
INodeDefManager *ndef = env->getGameDef()->ndef();
- float heat = map->getHeat(env, p);
+ float heat = map->updateBlockHeat(env, p);
//heater = rare
- if (heat <= -1 && (heat <= -50 || ((myrand_range(-50, heat)) <= -30))) {
+ content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
+ //more chance to freeze if air at top
+ if (heat <= -1 && (heat <= -50 || (myrand_range(-50, heat) <= (c == CONTENT_AIR ? -10 : -40)))) {
content_t c_self = n.getContent();
// making freeze not annoying, do not freeze random blocks in center of ocean
// todo: any block not water (dont freeze _source near _flowing)
- content_t c;
bool allow = heat < -40;
// todo: make for(...)
if (!allow) {
ServerMap *map = &env->getServerMap();
INodeDefManager *ndef = env->getGameDef()->ndef();
- float heat = map->getHeat(env, p);
- if (heat >= 1 && (heat >= 40 || ((myrand_range(heat, 40)) >= 20))) {
+ float heat = map->updateBlockHeat(env, p);
+ content_t c = map->getNodeNoEx(p - v3s16(0, -1, 0 )).getContent(); // top
+ if (heat >= 1 && (heat >= 40 || ((myrand_range(heat, 40)) >= (c == CONTENT_AIR ? 10 : 20)))) {
n.freezeMelt(ndef);
map->addNodeWithEvent(p, n);
env->getScriptIface()->node_falling_update(p);
env->addActiveBlockModifier(new LiquidDropABM(env, nodedef));
env->addActiveBlockModifier(new LiquidMeltHot(env, nodedef));
//env->addActiveBlockModifier(new LiquidMeltAround(env, nodedef));
- if (g_settings->getBool("weather")) {
+ if (env->m_use_weather) {
env->addActiveBlockModifier(new LiquidFreeze(env, nodedef));
env->addActiveBlockModifier(new LiquidMeltWeather(env, nodedef));
}