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dynamic_liquid/init.lua

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local water = minetest.setting_getbool("dynamic_liquid_water")
water = water or water == nil -- default true
local river_water = minetest.setting_getbool("dynamic_liquid_river_water")
river_water = river_water or river_water == nil -- default true
local lava = minetest.setting_getbool("dynamic_liquid_lava")
lava = lava or lava == nil -- default true
local lava_probability = tonumber(minetest.setting_get("dynamic_liquid_lava_flow_propability"))
if lava_probability == nil then
lava_probability = 5
end
local springs = minetest.setting_getbool("dynamic_liquid_springs")
springs = springs or springs == nil -- default true
-- must override a registered node definition with a brand new one,
-- can't just twiddle with the parameters of the existing table for some reason
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local duplicate_def = function (name)
local old_def = minetest.registered_nodes[name]
local new_def = {}
for param, value in pairs(old_def) do
new_def[param] = value
end
return new_def
end
if water then
-- override water_source and water_flowing with liquid_renewable set to false
local new_water_def = duplicate_def("default:water_source")
new_water_def.liquid_renewable = false
minetest.register_node(":default:water_source", new_water_def)
local new_water_flowing_def = duplicate_def("default:water_flowing")
new_water_flowing_def.liquid_renewable = false
minetest.register_node(":default:water_flowing", new_water_flowing_def)
end
-- By making this giant table of all possible permutations of horizontal direction we can avoid
-- lots of redundant calculations.
local all_direction_permutations = {
{{x=0,z=1},{x=0,z=-1},{x=1,z=0},{x=-1,z=0}},
{{x=0,z=1},{x=0,z=-1},{x=-1,z=0},{x=1,z=0}},
{{x=0,z=1},{x=1,z=0},{x=0,z=-1},{x=-1,z=0}},
{{x=0,z=1},{x=1,z=0},{x=-1,z=0},{x=0,z=-1}},
{{x=0,z=1},{x=-1,z=0},{x=0,z=-1},{x=1,z=0}},
{{x=0,z=1},{x=-1,z=0},{x=1,z=0},{x=0,z=-1}},
{{x=0,z=-1},{x=0,z=1},{x=-1,z=0},{x=1,z=0}},
{{x=0,z=-1},{x=0,z=1},{x=1,z=0},{x=-1,z=0}},
{{x=0,z=-1},{x=1,z=0},{x=-1,z=0},{x=0,z=1}},
{{x=0,z=-1},{x=1,z=0},{x=0,z=1},{x=-1,z=0}},
{{x=0,z=-1},{x=-1,z=0},{x=1,z=0},{x=0,z=1}},
{{x=0,z=-1},{x=-1,z=0},{x=0,z=1},{x=1,z=0}},
{{x=1,z=0},{x=0,z=1},{x=0,z=-1},{x=-1,z=0}},
{{x=1,z=0},{x=0,z=1},{x=-1,z=0},{x=0,z=-1}},
{{x=1,z=0},{x=0,z=-1},{x=0,z=1},{x=-1,z=0}},
{{x=1,z=0},{x=0,z=-1},{x=-1,z=0},{x=0,z=1}},
{{x=1,z=0},{x=-1,z=0},{x=0,z=1},{x=0,z=-1}},
{{x=1,z=0},{x=-1,z=0},{x=0,z=-1},{x=0,z=1}},
{{x=-1,z=0},{x=0,z=1},{x=1,z=0},{x=0,z=-1}},
{{x=-1,z=0},{x=0,z=1},{x=0,z=-1},{x=1,z=0}},
{{x=-1,z=0},{x=0,z=-1},{x=1,z=0},{x=0,z=1}},
{{x=-1,z=0},{x=0,z=-1},{x=0,z=1},{x=1,z=0}},
{{x=-1,z=0},{x=1,z=0},{x=0,z=-1},{x=0,z=1}},
{{x=-1,z=0},{x=1,z=0},{x=0,z=1},{x=0,z=-1}},
}
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-- This is getting a bit silly, but hopefully every bit of optimization counts.
-- By recording local pointers to the get and set methods we avoid a couple of
-- table lookups in each ABM call.
local get_node = minetest.get_node
local set_node = minetest.set_node
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local liquid_abm = function(liquid, flowing_liquid, chance)
minetest.register_abm({
nodenames = {liquid},
neighbors = {flowing_liquid},
interval = 1,
chance = chance or 1,
catch_up = false,
action = function(pos,node) -- Do *everything* possible to optimize this method
local check_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local check_node = get_node(check_pos)
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if check_node.name == flowing_liquid then
set_node(pos, check_node)
set_node(check_pos, node)
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return
end
local perm = all_direction_permutations[math.random(24)]
local dirs -- declare outside of loop so it won't keep entering/exiting scope
for i=1,4 do
dirs = perm[i]
-- reuse check_pos to avoid allocating a new table
check_pos.x = pos.x + dirs.x
check_pos.y = pos.y
check_pos.z = pos.z + dirs.z
check_node = get_node(check_pos)
if check_node.name == flowing_liquid then
set_node(pos, check_node)
set_node(check_pos, node)
return
end
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end
end
})
end
if lava then
liquid_abm("default:lava_source", "default:lava_flowing", lava_probability)
end
if water then
liquid_abm("default:water_source", "default:water_flowing", 1)
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end
if river_water then
liquid_abm("default:river_water_source", "default:river_water_flowing", 1)
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end
-- register damp clay whether we're going to set the ABM or not, if the user disables this feature we don't want existing
-- spring clay to turn into unknown nodes.
local clay_def = duplicate_def("default:clay")
clay_def.description = "Damp Clay"
if not springs then
clay_def.groups.not_in_creative_inventory = 1 -- take it out of creative inventory though
end
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minetest.register_node("dynamic_liquid:clay", clay_def)
if springs then
local c_clay = minetest.get_content_id("default:clay")
local c_spring_clay = minetest.get_content_id("dynamic_liquid:clay")
-- Turn mapgen clay into spring clay
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minetest.register_on_generated(function(minp, maxp, seed)
if minp.y >= 0 or maxp.y <= -15 then
return
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data()
for voxelpos, voxeldata in pairs(data) do
if voxeldata == c_clay then
data[voxelpos] = c_spring_clay
end
end
vm:set_data(data)
vm:write_to_map()
end)
minetest.register_abm({
nodenames = {"dynamic_liquid:clay"},
neighbors = {"air", "default:water_source", "default:water_flowing"},
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interval = 1,
chance = 1,
catch_up = false,
action = function(pos,node)
local check_node
local check_node_name
while pos.y <= 0 do -- TODO: find mapgen water level for this check
pos.y = pos.y + 1
check_node = get_node(pos)
check_node_name = check_node.name
if check_node_name == "air" or check_node_name == "default:water_flowing" then
set_node(pos, {name="default:water_source"})
elseif check_node_name ~= "default:water_source" then
--Something's been put on top of this clay, don't send water through it
break
end
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end
end
})
-- This is a creative-mode only node that produces a modest amount of water continuously no matter where it is.
-- Allow this one to turn into "unknown node" when this feature is disabled, since players had to explicitly place it.
minetest.register_node("dynamic_liquid:spring", {
description = "Spring",
drops = "default:gravel",
tiles = {"default_cobble.png^[combine:16x80:0,-48=crack_anylength.png",
"default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png",
},
is_ground_content = false,
groups = {cracky = 3, stone = 2},
sounds = default.node_sound_gravel_defaults(),
})
minetest.register_abm({
nodenames = {"dynamic_liquid:spring"},
neighbors = {"air", "default:water_flowing"},
interval = 1,
chance = 1,
catch_up = false,
action = function(pos,node)
pos.y = pos.y + 1
local check_node = get_node(pos)
local check_node_name = check_node.name
if check_node_name == "air" or check_node_name == "default:water_flowing" then
set_node(pos, {name="default:water_source"})
end
end
})
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end