Map
*/
-Map::Map(std::ostream &dout, IGameDef *gamedef):
- m_dout(dout),
+Map::Map(IGameDef *gamedef):
m_gamedef(gamedef),
m_nodedef(gamedef->ndef())
{
return block;
}
+void Map::listAllLoadedBlocks(std::vector<v3s16> &dst)
+{
+ for (auto §or_it : m_sectors) {
+ MapSector *sector = sector_it.second;
+
+ MapBlockVect blocks;
+ sector->getBlocks(blocks);
+
+ for (MapBlock *block : blocks) {
+ v3s16 p = block->getPos();
+ dst.push_back(p);
+ }
+ }
+}
+
bool Map::isNodeUnderground(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
#define WATER_DROP_BOOST 4
+const static v3s16 liquid_6dirs[6] = {
+ // order: upper before same level before lower
+ v3s16( 0, 1, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 1, 0, 0),
+ v3s16( 0, 0,-1),
+ v3s16(-1, 0, 0),
+ v3s16( 0,-1, 0)
+};
+
enum NeighborType : u8 {
NEIGHBOR_UPPER,
NEIGHBOR_SAME_LEVEL,
/*
Collect information about the environment
*/
- const v3s16 *dirs = g_6dirs;
NodeNeighbor sources[6]; // surrounding sources
int num_sources = 0;
NodeNeighbor flows[6]; // surrounding flowing liquid nodes
for (u16 i = 0; i < 6; i++) {
NeighborType nt = NEIGHBOR_SAME_LEVEL;
switch (i) {
- case 1:
+ case 0:
nt = NEIGHBOR_UPPER;
break;
- case 4:
+ case 5:
nt = NEIGHBOR_LOWER;
break;
default:
break;
}
- v3s16 npos = p0 + dirs[i];
+ v3s16 npos = p0 + liquid_6dirs[i];
NodeNeighbor nb(getNode(npos), nt, npos);
const ContentFeatures &cfnb = m_nodedef->get(nb.n);
switch (m_nodedef->get(nb.n.getContent()).liquid_type) {
neutrals[num_neutrals++] = nb;
} else {
// Do not count bottom source, it will screw things up
- if(dirs[i].Y != -1)
+ if(nt != NEIGHBOR_LOWER)
sources[num_sources++] = nb;
}
break;
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 = cfnb.liquid_alternative_flowing_id;
+ if (nb.t != NEIGHBOR_SAME_LEVEL ||
+ (nb.n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK) {
+ // if this node is not (yet) of a liquid type, choose the first liquid type we encounter
+ // but exclude falling liquids on the same level, they cannot flow here anyway
+ if (liquid_kind == CONTENT_AIR)
+ liquid_kind = cfnb.liquid_alternative_flowing_id;
+ }
if (cfnb.liquid_alternative_flowing_id != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
*/
ServerMap::ServerMap(const std::string &savedir, IGameDef *gamedef,
EmergeManager *emerge, MetricsBackend *mb):
- Map(dout_server, gamedef),
+ Map(gamedef),
settings_mgr(g_settings, savedir + DIR_DELIM + "map_meta.txt"),
m_emerge(emerge)
{
return getMapgenParams()->seed;
}
-s16 ServerMap::getWaterLevel()
-{
- return getMapgenParams()->water_level;
-}
-
bool ServerMap::blockpos_over_mapgen_limit(v3s16 p)
{
const s16 mapgen_limit_bp = rangelim(
v3s16 bpmin = EmergeManager::getContainingChunk(blockpos, csize);
v3s16 bpmax = bpmin + v3s16(1, 1, 1) * (csize - 1);
+ if (!m_chunks_in_progress.insert(bpmin).second)
+ return false;
+
bool enable_mapgen_debug_info = m_emerge->enable_mapgen_debug_info;
EMERGE_DBG_OUT("initBlockMake(): " PP(bpmin) " - " PP(bpmax));
data->seed = getSeed();
data->blockpos_min = bpmin;
data->blockpos_max = bpmax;
- data->blockpos_requested = blockpos;
data->nodedef = m_nodedef;
/*
NOTE: Will be saved later.
*/
//save(MOD_STATE_WRITE_AT_UNLOAD);
+ m_chunks_in_progress.erase(bpmin);
}
MapSector *ServerMap::createSector(v2s16 p2d)
vm->m_is_dirty = true;
}
-s16 ServerMap::findGroundLevel(v2s16 p2d)
-{
-#if 0
- /*
- Uh, just do something random...
- */
- // Find existing map from top to down
- s16 max=63;
- s16 min=-64;
- v3s16 p(p2d.X, max, p2d.Y);
- for(; p.Y>min; p.Y--)
- {
- MapNode n = getNodeNoEx(p);
- if(n.getContent() != CONTENT_IGNORE)
- break;
- }
- if(p.Y == min)
- goto plan_b;
- // If this node is not air, go to plan b
- if(getNodeNoEx(p).getContent() != CONTENT_AIR)
- goto plan_b;
- // Search existing walkable and return it
- for(; p.Y>min; p.Y--)
- {
- MapNode n = getNodeNoEx(p);
- if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE)
- return p.Y;
- }
-
- // Move to plan b
-plan_b:
-#endif
-
- /*
- Determine from map generator noise functions
- */
-
- s16 level = m_emerge->getGroundLevelAtPoint(p2d);
- return level;
-
- //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
- //return (s16)level;
-}
-
-void ServerMap::createDirs(const std::string &path)
-{
- if (!fs::CreateAllDirs(path)) {
- m_dout<<"ServerMap: Failed to create directory "
- <<"\""<<path<<"\""<<std::endl;
- throw BaseException("ServerMap failed to create directory");
- }
-}
-
void ServerMap::save(ModifiedState save_level)
{
if (!m_map_saving_enabled) {
dbase_ro->listAllLoadableBlocks(dst);
}
-void ServerMap::listAllLoadedBlocks(std::vector<v3s16> &dst)
-{
- for (auto §or_it : m_sectors) {
- MapSector *sector = sector_it.second;
-
- MapBlockVect blocks;
- sector->getBlocks(blocks);
-
- for (MapBlock *block : blocks) {
- v3s16 p = block->getPos();
- dst.push_back(p);
- }
- }
-}
-
MapDatabase *ServerMap::createDatabase(
const std::string &name,
const std::string &savedir,
throw BaseException(std::string("Database backend ") + name + " not supported.");
}
-void ServerMap::pingDatabase()
-{
- dbase->pingDatabase();
-}
-
void ServerMap::beginSave()
{
dbase->beginSave();