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dynamic_liquid/init.lua

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dynamic_liquid = {} -- global table to expose liquid_abm for other mods' usage
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dynamic_liquid.registered_liquids = {} -- used by the flow-through node abm
dynamic_liquid.registered_liquid_neighbors = {}
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local water_level = tonumber(minetest.get_mapgen_setting("water_level"))
-- internationalization boilerplate
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua")
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dofile(MP.."/cooling_lava.lua")
-- 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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local get_node = minetest.get_node
local set_node = minetest.set_node
-- Dynamic liquids
-----------------------------------------------------------------------------------------------------------------------
dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
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minetest.register_abm({
label = "dynamic_liquid " .. liquid,
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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)
local check_node_name = check_node.name
if check_node_name == flowing_liquid or check_node_name == "air" 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)
check_node_name = check_node.name
if check_node_name == flowing_liquid or check_node_name == "air" then
set_node(pos, check_node)
set_node(check_pos, node)
return
end
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end
end
})
dynamic_liquid.registered_liquids[liquid] = flowing_liquid
table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
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end
if not minetest.get_modpath("default") then
return
end
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") -- default false
local lava = minetest.setting_getbool("dynamic_liquid_lava")
lava = lava or lava == nil -- default true
local water_probability = tonumber(minetest.setting_get("dynamic_liquid_water_flow_propability"))
if water_probability == nil then
water_probability = 1
end
local river_water_probability = tonumber(minetest.setting_get("dynamic_liquid_river_water_flow_propability"))
if river_water_probability == nil then
river_water_probability = 1
end
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
if water then
-- override water_source and water_flowing with liquid_renewable set to false
local override_def = {liquid_renewable = false}
minetest.override_item("default:water_source", override_def)
minetest.override_item("default:water_flowing", override_def)
end
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if lava then
dynamic_liquid.liquid_abm("default:lava_source", "default:lava_flowing", lava_probability)
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end
if water then
dynamic_liquid.liquid_abm("default:water_source", "default:water_flowing", water_probability)
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end
if river_water then
dynamic_liquid.liquid_abm("default:river_water_source", "default:river_water_flowing", river_water_probability)
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end
-- Flow-through nodes
-----------------------------------------------------------------------------------------------------------------------
local flow_through = minetest.setting_getbool("dynamic_liquid_flow_through")
flow_through = flow_through or flow_through == nil -- default true
if flow_through then
local flow_through_directions = {
{{x=1,z=0},{x=0,z=1}},
{{x=0,z=1},{x=1,z=0}},
}
minetest.register_abm({
label = "dynamic_liquid flow-through",
nodenames = {"group:flow_through", "group:leaves", "group:sapling", "group:grass", "group:dry_grass", "group:flora", "groups:rail", "groups:flower"},
neighbors = dynamic_liquid.registered_liquid_neighbors,
interval = 1,
chance = 2, -- since liquid is teleported two nodes by this abm, halve the chance
catch_up = false,
action = function(pos)
local source_pos = {x=pos.x, y=pos.y+1, z=pos.z}
local dest_pos = {x=pos.x, y=pos.y-1, z=pos.z}
local source_node = get_node(source_pos)
local dest_node
local source_flowing_node = dynamic_liquid.registered_liquids[source_node.name]
local dest_flowing_node
if source_flowing_node ~= nil then
dest_node = minetest.get_node(dest_pos)
if dest_node.name == source_flowing_node or dest_node.name == "air" then
set_node(dest_pos, source_node)
set_node(source_pos, dest_node)
return
end
end
local perm = flow_through_directions[math.random(2)]
local dirs -- declare outside of loop so it won't keep entering/exiting scope
for i=1,2 do
dirs = perm[i]
-- reuse to avoid allocating a new table
source_pos.x = pos.x + dirs.x
source_pos.y = pos.y
source_pos.z = pos.z + dirs.z
dest_pos.x = pos.x - dirs.x
dest_pos.y = pos.y
dest_pos.z = pos.z - dirs.z
source_node = get_node(source_pos)
dest_node = get_node(dest_pos)
source_flowing_node = dynamic_liquid.registered_liquids[source_node.name]
dest_flowing_node = dynamic_liquid.registered_liquids[dest_node.name]
if (source_flowing_node ~= nil and (dest_node.name == source_flowing_node or dest_node.name == "air")) or
(dest_flowing_node ~= nil and (source_node.name == dest_flowing_node or source_node.name == "air"))
then
set_node(source_pos, dest_node)
set_node(dest_pos, source_node)
return
end
end
end,
})
local add_flow_through = function(node_name)
local node_def = minetest.registered_nodes[node_name]
if node_def == nil then
minetest.log("error", "dynamic_liquid attempted to call add_flow_through on the node name "
.. node_name .. ", which was not found in minetest.registered_nodes.")
return
end
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local new_groups = node_def.groups
new_groups.flow_through = 1
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minetest.override_item(node_name,{groups = new_groups})
end
if minetest.get_modpath("default") then
for _, name in pairs({
"default:apple",
"default:papyrus",
"default:dry_shrub",
"default:bush_stem",
"default:acacia_bush_stem",
"default:sign_wall_wood",
"default:sign_wall_steel",
"default:ladder_wood",
"default:ladder_steel",
"default:fence_wood",
"default:fence_acacia_wood",
"default:fence_junglewood",
"default:fence_pine_wood",
"default:fence_aspen_wood",
}) do
add_flow_through(name)
end
end
if minetest.get_modpath("xpanes") then
add_flow_through("xpanes:bar")
add_flow_through("xpanes:bar_flat")
end
if minetest.get_modpath("carts") then
add_flow_through("carts:rail")
add_flow_through("carts:powerrail")
add_flow_through("carts:brakerail")
end
end
-- Springs
-----------------------------------------------------------------------------------------------------------------------
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
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-- 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 = S("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)
local data = {}
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if springs then
local c_clay = minetest.get_content_id("default:clay")
local c_spring_clay = minetest.get_content_id("dynamic_liquid:clay")
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-- Turn mapgen clay into spring clay
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minetest.register_on_generated(function(minp, maxp, seed)
if minp.y >= water_level or maxp.y <= -15 then
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return
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
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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()
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end)
minetest.register_abm({
label = "dynamic_liquid damp clay spring",
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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
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while pos.y < water_level do
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
})
local spring_sounds = nil
if default.node_sound_gravel_defaults ~= nil then
spring_sounds = default.node_sound_gravel_defaults()
elseif default.node_sound_sand_defaults ~= nil then
spring_sounds = default.node_sound_dirt_defaults()
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 = S("Spring"),
_doc_items_longdesc = S("A natural spring that generates an endless stream of water source blocks"),
_doc_items_usagehelp = S("Generates one source block of water directly on top of itself once per second, provided the space is clear. If this natural spring is dug out the flow stops and it is turned into ordinary cobble."),
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 = spring_sounds,
})
minetest.register_abm({
label = "dynamic_liquid creative spring",
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
local mapgen_prefill = minetest.setting_getbool("dynamic_liquid_mapgen_prefill")
mapgen_prefill = mapgen_prefill or mapgen_prefill == nil -- default true
if mapgen_prefill then
local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y >= water_level then
return
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
vm:get_data(data)
local filling = false
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
for y = maxp.y, minp.y, -1 do
local vi = area:index(x,y,z)
if data[vi] == c_water then
filling = true
elseif data[vi] == c_air and filling == true then
data[vi] = c_water
else filling = false end
end
filling = false
end
end
vm:set_data(data)
vm:write_to_map()
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vm:update_liquids()
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end)
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end