virtual void trigger(ServerEnvironment *env, v3POS p, MapNode n, u32 active_object_count, u32 active_object_count_wider, MapNode neighbor, bool activate) { ServerMap *map = &env->getServerMap(); INodeDefManager *ndef = env->getGameDef()->ndef(); float heat = map->updateBlockHeat(env, p); //heater = rare content_t c = map->getNodeTry(p - v3POS(0, -1, 0 )).getContent(); // top //more chance to freeze if air at top static int water_level = g_settings->getS16("water_level"); bool top_liquid = ndef->get(n).liquid_type > LIQUID_NONE && p.Y > water_level; int freeze = ((ItemGroupList) ndef->get(n).groups)["freeze"]; if (heat <= freeze - 1 && ((!top_liquid && (activate || (heat <= freeze - 50))) || heat <= freeze - 50 || (myrand_range(freeze - 50, heat) <= (freeze + (top_liquid ? -42 : 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) bool allow = activate || heat < freeze - 40; // todo: make for(...) if (!allow) { c = map->getNodeTry(p - v3POS(0, 1, 0 )).getContent(); // below if (c == CONTENT_AIR || c == CONTENT_IGNORE) if (ndef->get(n.getContent()).liquid_type == LIQUID_FLOWING || ndef->get(n.getContent()).liquid_type == LIQUID_SOURCE) return; // do not freeze when falling if (c != c_self && c != CONTENT_IGNORE) allow = 1; if (!allow) { c = map->getNodeTry(p - v3POS(1, 0, 0 )).getContent(); // right if (c != c_self && c != CONTENT_IGNORE) allow = 1; if (!allow) { c = map->getNodeTry(p - v3POS(-1, 0, 0 )).getContent(); // left if (c != c_self && c != CONTENT_IGNORE) allow = 1; if (!allow) { c = map->getNodeTry(p - v3POS(0, 0, 1 )).getContent(); // back if (c != c_self && c != CONTENT_IGNORE) allow = 1; if (!allow) { c = map->getNodeTry(p - v3POS(0, 0, -1)).getContent(); // front if (c != c_self && c != CONTENT_IGNORE) allow = 1; } } } } } if (allow) { n.freeze_melt(ndef, -1); map->setNode(p, n); } } }
virtual void trigger(ServerEnvironment *env, v3POS p, MapNode n, u32 active_object_count, u32 active_object_count_wider, MapNode neighbor, bool activate) { ServerMap *map = &env->getServerMap(); INodeDefManager *ndef = env->getGameDef()->ndef(); float heat = map->updateBlockHeat(env, p); content_t c = map->getNodeTry(p - v3POS(0, -1, 0 )).getContent(); // top int melt = ((ItemGroupList) ndef->get(n).groups)["melt"]; if (heat >= melt + 1 && (activate || heat >= melt + 40 || ((myrand_range(heat, melt + 40)) >= (c == CONTENT_AIR ? melt + 10 : melt + 20)))) { if (ndef->get(n.getContent()).liquid_type == LIQUID_FLOWING || ndef->get(n.getContent()).liquid_type == LIQUID_SOURCE) { c = map->getNodeTry(p - v3POS(0, 1, 0 )).getContent(); // below if (c == CONTENT_AIR || c == CONTENT_IGNORE) return; // do not melt when falling (dirt->dirt_with_grass on air) } n.freeze_melt(ndef, +1); map->setNode(p, n); env->nodeUpdate(p, 2); //enable after making FAST nodeupdate } }