NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
int num_neutrals = 0;
bool flowing_down = false;
+ bool ignored_sources = false;
for (u16 i = 0; i < 6; i++) {
NeighborType nt = NEIGHBOR_SAME_LEVEL;
switch (i) {
flowing_down = true;
} else {
neutrals[num_neutrals++] = nb;
- // If neutral below is ignore prevent water spreading outwards
- if (nb.t == NEIGHBOR_LOWER &&
- nb.n.getContent() == CONTENT_IGNORE)
- flowing_down = true;
+ if (nb.n.getContent() == CONTENT_IGNORE) {
+ // If node below is ignore prevent water from
+ // spreading outwards and otherwise prevent from
+ // flowing away as ignore node might be the source
+ if (nb.t == NEIGHBOR_LOWER)
+ flowing_down = true;
+ else
+ ignored_sources = true;
+ }
}
break;
case LIQUID_SOURCE:
new_node_content = liquid_kind;
else
new_node_content = floodable_node;
+ } else if (ignored_sources && liquid_level >= 0) {
+ // Maybe there are neighbouring sources that aren't loaded yet
+ // so prevent flowing away.
+ new_node_level = liquid_level;
+ new_node_content = liquid_kind;
} else {
// no surrounding sources, so get the maximum level that can flow into this node
for (u16 i = 0; i < num_flows; i++) {