Entirely omit converting any flowing water.

We can let the water flow algorithms do this, much easier and
better than creating tons of messy water or laval flow stuff.
This commit is contained in:
Auke Kok 2015-11-30 21:49:20 -08:00
parent 2c94f70d19
commit ac558236ce
2 changed files with 11 additions and 4 deletions

View File

@ -229,8 +229,14 @@ class MTBlock:
def isdoor(b):
return b == 64 or b == 71 or (b >= 193 and b <= 197)
# water
if (blocks[i] == 9 or blocks[i] == 11) and (data[i] == 0):
content[i], param2[i] = conversion_table[blocks[i]][data[i]]
elif blocks[i] >= 8 and blocks[i] <= 11:
# nop, exit case
pass
# pressure plates - append mesecons node timer
if blocks[i] == 70 or blocks[i] == 72:
elif blocks[i] == 70 or blocks[i] == 72:
self.timers.append(((i&0xf)|((i>>4)&0xf)<<8|((i>>8)&0xf)<<4, 100, 0))
# rotate lily pads randomly
elif blocks[i] == 111:
@ -275,7 +281,7 @@ class MTBlock:
if d_right == 1:
self.metadata[(i & 0xf, (i>>8) & 0xf, (i>>4) & 0xf)] = ({ "right": "1" }, {})
if content[i]==0 and param2[i]==0 and not (blocks[i]==0):
elif content[i]==0 and param2[i]==0 and not (blocks[i]==0):
print('Unknown Minecraft Block:' + str(mcblockidentifier[i])) # This is the minecraft ID#/data as listed in map_content.txt
for te in mcblock.tile_entities:

View File

@ -29,10 +29,11 @@
#endif
7 default:stone // Bedrock
8 default:water_flowing
// blocks 8, 9, 10 and 11 (water and lava) are handled in code.
9 default:water_source
10 default:lava_flowing
11 default:lava_source
12 0 default:sand
12 1 default:desert_sand
13 default:gravel