Connected nodes: fix 2 minor bugs

1. Copy-paste error: properly test for back-connection.

In the case of two different connected nodebox types, we want to
assure that if A connects to B, that B also connects to A. This test
was accidentally not implemented correctly.

2. Clear the connects_to_ids before deserializing.

With each new connected node, the deserialization code added more
and more targets to the map, since the map wasn't cleared in between
deserialization steps. This caused e.g. wall blocks to connect to
things in the fence connects_to map.
This commit is contained in:
Auke Kok 2016-03-13 14:25:54 -07:00 committed by est31
parent 089f9bbe81
commit 5a40a7dad8
1 changed files with 2 additions and 1 deletions

View File

@ -479,6 +479,7 @@ void ContentFeatures::deSerialize(std::istream &is)
collision_box.deSerialize(is);
floodable = readU8(is);
u16 connects_to_size = readU16(is);
connects_to_ids.clear();
for (u16 i = 0; i < connects_to_size; i++)
connects_to_ids.insert(readU16(is));
connect_sides = readU8(is);
@ -1546,7 +1547,7 @@ bool CNodeDefManager::nodeboxConnects(MapNode from, MapNode to, u8 connect_face)
const ContentFeatures &f2 = get(to);
if ((f2.drawtype == NDT_NODEBOX) && (f1.node_box.type == NODEBOX_CONNECTED))
if ((f2.drawtype == NDT_NODEBOX) && (f2.node_box.type == NODEBOX_CONNECTED))
// ignores actually looking if back connection exists
return (f2.connects_to_ids.find(from.param0) != f2.connects_to_ids.end());