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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 " ) )
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local modname = minetest.get_current_modname ( )
local modpath = minetest.get_modpath ( modname )
local S = minetest.get_translator ( modname )
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dofile ( modpath .. " /cooling_lava.lua " )
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-- By making this giant table of all possible permutations of horizontal direction we can avoid
-- lots of redundant calculations.
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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
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local set_node = minetest.swap_node
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-- Dynamic liquids
-----------------------------------------------------------------------------------------------------------------------
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local disable_flow_above = tonumber ( minetest.settings : get ( " dynamic_liquid_disable_flow_above " ) )
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if disable_flow_above == nil or disable_flow_above >= 31000 then
-- version without altitude check
dynamic_liquid.liquid_abm = function ( liquid , flowing_liquid , chance )
minetest.register_abm ( {
label = " dynamic_liquid " .. liquid .. " and " .. flowing_liquid ,
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 )
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
end
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end
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} )
dynamic_liquid.registered_liquids [ liquid ] = flowing_liquid
table.insert ( dynamic_liquid.registered_liquid_neighbors , liquid )
end
else
-- version with altitude check
dynamic_liquid.liquid_abm = function ( liquid , flowing_liquid , chance )
minetest.register_abm ( {
label = " dynamic_liquid " .. liquid .. " and " .. flowing_liquid .. " with altitude check " ,
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
-- This altitude check is the only difference from the version above.
-- If the altitude check is disabled we don't ever need to make the comparison,
-- hence the two different versions.
if pos.y > disable_flow_above then
return
end
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
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if check_node_name == flowing_liquid or check_node_name == " air " then
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set_node ( pos , check_node )
set_node ( check_pos , node )
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return
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end
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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
end
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end
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} )
dynamic_liquid.registered_liquids [ liquid ] = flowing_liquid
table.insert ( dynamic_liquid.registered_liquid_neighbors , liquid )
end
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end
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if not minetest.get_modpath ( " default " ) then
return
end
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local water = minetest.settings : get_bool ( " dynamic_liquid_water " , true )
local river_water = minetest.settings : get_bool ( " dynamic_liquid_river_water " , false )
local lava = minetest.settings : get_bool ( " dynamic_liquid_lava " , true )
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local water_probability = tonumber ( minetest.settings : get ( " dynamic_liquid_water_flow_propability " ) )
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if water_probability == nil then
water_probability = 1
end
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local river_water_probability = tonumber ( minetest.settings : get ( " dynamic_liquid_river_water_flow_propability " ) )
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if river_water_probability == nil then
river_water_probability = 1
end
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local lava_probability = tonumber ( minetest.settings : get ( " dynamic_liquid_lava_flow_propability " ) )
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if lava_probability == nil then
lava_probability = 5
end
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local springs = minetest.settings : get_bool ( " dynamic_liquid_springs " , true )
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if water then
-- override water_source and water_flowing with liquid_renewable set to false
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local override_def = { liquid_renewable = false }
minetest.override_item ( " default:water_source " , override_def )
minetest.override_item ( " default:water_flowing " , override_def )
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end
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if lava then
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dynamic_liquid.liquid_abm ( " default:lava_source " , " default:lava_flowing " , lava_probability )
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end
if water then
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dynamic_liquid.liquid_abm ( " default:water_source " , " default:water_flowing " , water_probability )
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end
if river_water then
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dynamic_liquid.liquid_abm ( " default:river_water_source " , " default:river_water_flowing " , river_water_probability )
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end
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-- Flow-through nodes
-----------------------------------------------------------------------------------------------------------------------
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local flow_through = minetest.settings : get_bool ( " dynamic_liquid_flow_through " , true )
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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 ]
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if node_def == nil then
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minetest.log ( " warning " , " dynamic_liquid attempted to call add_flow_through on the node name "
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.. node_name .. " , which was not found in minetest.registered_nodes. " )
return
end
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local new_groups = node_def.groups
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new_groups.flow_through = 1
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minetest.override_item ( node_name , { groups = new_groups } )
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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
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if minetest.get_modpath ( " carts " ) then
add_flow_through ( " carts:rail " )
add_flow_through ( " carts:powerrail " )
add_flow_through ( " carts:brakerail " )
end
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end
-- Springs
-----------------------------------------------------------------------------------------------------------------------
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local function deep_copy ( table_in )
local table_out = { }
for index , value in pairs ( table_in ) do
if type ( value ) == " table " then
table_out [ index ] = deep_copy ( value )
else
table_out [ index ] = value
end
end
return table_out
end
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local duplicate_def = function ( name )
local old_def = minetest.registered_nodes [ name ]
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return deep_copy ( old_def )
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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 " )
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clay_def.description = S ( " Damp Clay " )
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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
minetest.register_abm ( {
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label = " dynamic_liquid damp clay spring " ,
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nodenames = { " dynamic_liquid:clay " } ,
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neighbors = { " air " , " default:water_source " , " default:water_flowing " } ,
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interval = 1 ,
chance = 1 ,
catch_up = false ,
action = function ( pos , node )
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local check_node
local check_node_name
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while pos.y < water_level do
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pos.y = pos.y + 1
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check_node = get_node ( pos )
check_node_name = check_node.name
if check_node_name == " air " or check_node_name == " default:water_flowing " then
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set_node ( pos , { name = " default:water_source " } )
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elseif check_node_name ~= " default:water_source " then
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--Something's been put on top of this clay, don't send water through it
break
end
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end
end
} )
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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
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-- 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 " , {
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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 } ,
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sounds = spring_sounds ,
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} )
minetest.register_abm ( {
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label = " dynamic_liquid creative spring " ,
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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
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local check_node = get_node ( pos )
local check_node_name = check_node.name
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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
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local mapgen_prefill = minetest.settings : get_bool ( " dynamic_liquid_mapgen_prefill " , true )
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if springs or mapgen_prefill then
local data = { }
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local c_clay = minetest.get_content_id ( " default:clay " )
local c_spring_clay = minetest.get_content_id ( " dynamic_liquid:clay " )
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local c_water = minetest.get_content_id ( " default:water_source " )
local c_air = minetest.get_content_id ( " air " )
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local waternodes = { }
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local fill_to = function ( vi , data , area )
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if area : containsi ( vi ) and area : position ( vi ) . y <= water_level then
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if data [ vi ] == c_air then
data [ vi ] = c_water
table.insert ( waternodes , vi )
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return true
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end
end
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return false
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end
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-- local count = 0
local drop_liquid = function ( vi , data , area , min_y )
if data [ vi ] ~= c_water then
-- we only care about water.
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return false
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end
local start = vi -- remember the water node we started from
local ystride = area.ystride
vi = vi - ystride
if data [ vi ] ~= c_air then
-- if there's no air below this water node, give up immediately.
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return false
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end
vi = vi - ystride -- There's air below the water, so move down one.
while data [ vi ] == c_air and area : position ( vi ) . y > min_y do
-- the min_y check is here to ensure that we don't put water into the mapgen
-- border zone below our current map chunk where it might get erased by future mapgen activity.
-- if there's more air, keep going.
vi = vi - ystride
end
vi = vi + ystride -- Move back up one. vi is now pointing at the last air node above the first non-air node.
data [ vi ] = c_water
data [ start ] = c_air
-- count = count + 1
-- if count % 100 == 0 then
-- minetest.chat_send_all("dropped water " .. (start-vi)/ystride .. " at " .. minetest.pos_to_string(area:position(vi)))
-- end
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return true
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end
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minetest.register_on_generated ( function ( minp , maxp , seed )
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local maxp_y = maxp.y
local minp_y = minp.y
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local vm , emin , emax
local dirty = false
local update_liquids = false
if springs and minp_y < water_level and maxp_y > - 15 then
vm , emin , emax = minetest.get_mapgen_object ( " voxelmanip " )
vm : get_data ( data )
for voxelpos = 1 , # data do
if data [ voxelpos ] == c_clay then
data [ voxelpos ] = c_spring_clay
dirty = true
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end
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end
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end
if mapgen_prefill and minp_y <= water_level then
if not vm then
vm , emin , emax = minetest.get_mapgen_object ( " voxelmanip " )
vm : get_data ( data )
end
local area = VoxelArea : new { MinEdge = emin , MaxEdge = emax }
if maxp_y > - 70 then
local top = vector.new ( maxp.x , math.min ( maxp_y , water_level ) , maxp.z ) -- prevents flood fill from affecting any water above sea level
for vi in area : iterp ( minp , top ) do
if data [ vi ] == c_water then
table.insert ( waternodes , vi )
end
end
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while table.getn ( waternodes ) > 0 do
local vi = table.remove ( waternodes )
local below = vi - area.ystride
local left = vi - area.zstride
local right = vi + area.zstride
local front = vi - 1
local back = vi + 1
dirty = fill_to ( below , data , area ) or dirty
dirty = fill_to ( left , data , area ) or dirty
dirty = fill_to ( right , data , area ) or dirty
dirty = fill_to ( front , data , area ) or dirty
dirty = fill_to ( back , data , area ) or dirty
end
else
-- Caves sometimes generate with liquid nodes hovering in mid air.
-- This immediately drops them straight down as far as they can go, reducing the ABM thrashing.
-- We only iterate down to minp.y+1 because anything at minp.y will never be dropped farther anyway.
for vi in area : iter ( minp.x , minp_y + 1 , minp.z , maxp.x , maxp_y , maxp.z ) do
-- fortunately, area:iter iterates through y columns going upward. Just what we need!
-- We could possibly be a bit more efficient by remembering how far we dropped then
-- last liquid node in a column and moving stuff down that far,
-- but for now let's keep it simple.
dirty = drop_liquid ( vi , data , area , minp_y ) or dirty
end
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end
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update_liquids = dirty
end
if dirty then
vm : set_data ( data )
vm : write_to_map ( )
if update_liquids then
vm : update_liquids ( )
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end
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end
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end )
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end
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local displace_liquid = minetest.settings : get_bool ( " dynamic_liquid_displace_liquid " , true )
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if displace_liquid then
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local cardinal_dirs = {
{ x = 0 , y = 0 , z = 1 } ,
{ x = 1 , y = 0 , z = 0 } ,
{ x = 0 , y = 0 , z =- 1 } ,
{ x =- 1 , y = 0 , z = 0 } ,
{ x = 0 , y =- 1 , z = 0 } ,
{ x = 0 , y = 1 , z = 0 } ,
}
-- breadth-first search passing through liquid searching for air or flowing liquid.
local flood_search_outlet = function ( start_pos , source , flowing )
local start_node = minetest.get_node ( start_pos )
local start_node_name = start_node.name
if start_node_name == " air " or start_node_name == flowing then
return start_pos
end
local visited = { }
visited [ minetest.hash_node_position ( start_pos ) ] = true
local queue = { start_pos }
local queue_pointer = 1
while # queue >= queue_pointer do
local current_pos = queue [ queue_pointer ]
queue_pointer = queue_pointer + 1
for _ , cardinal_dir in ipairs ( cardinal_dirs ) do
local new_pos = vector.add ( current_pos , cardinal_dir )
local new_hash = minetest.hash_node_position ( new_pos )
if visited [ new_hash ] == nil then
local new_node = minetest.get_node ( new_pos )
local new_node_name = new_node.name
if new_node_name == " air " or new_node_name == flowing then
return new_pos
end
visited [ new_hash ] = true
if new_node_name == source then
table.insert ( queue , new_pos )
end
end
end
end
return nil
end
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-- Conserve liquids, when placing nodes in liquids try to find a place to displace the liquid to.
minetest.register_on_placenode ( function ( pos , newnode , placer , oldnode , itemstack , pointed_thing )
local flowing = dynamic_liquid.registered_liquids [ oldnode.name ]
if flowing ~= nil then
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local dest = flood_search_outlet ( pos , oldnode.name , flowing )
if dest ~= nil then
minetest.swap_node ( dest , oldnode )
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end
end
end )
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end