forked from Minetest/dynamic_liquid
Add an option to keep floatlands from draining
parent
6dea6d343d
commit
1bcdefb766
116
init.lua
116
init.lua
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@ -47,43 +47,97 @@ local set_node = minetest.set_node
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-- Dynamic liquids
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-----------------------------------------------------------------------------------------------------------------------
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dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
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minetest.register_abm({
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label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid,
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nodenames = {liquid},
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neighbors = {flowing_liquid},
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interval = 1,
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chance = chance or 1,
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catch_up = false,
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action = function(pos,node) -- Do everything possible to optimize this method
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local check_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local check_node = get_node(check_pos)
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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)
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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)]
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local dirs -- declare outside of loop so it won't keep entering/exiting scope
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for i=1,4 do
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dirs = perm[i]
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-- reuse check_pos to avoid allocating a new table
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check_pos.x = pos.x + dirs.x
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check_pos.y = pos.y
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check_pos.z = pos.z + dirs.z
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check_node = get_node(check_pos)
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check_node_name = check_node.name
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local disable_flow_above = tonumber(minetest.setting_get("dynamic_liquid_disable_flow_above"))
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if disable_flow_above == nil or disable_flow_above >= 31000 then
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-- version without altitude check
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dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
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minetest.register_abm({
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label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid,
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nodenames = {liquid},
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neighbors = {flowing_liquid},
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interval = 1,
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chance = chance or 1,
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catch_up = false,
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action = function(pos,node) -- Do everything possible to optimize this method
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local check_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local check_node = get_node(check_pos)
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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)
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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)]
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local dirs -- declare outside of loop so it won't keep entering/exiting scope
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for i=1,4 do
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dirs = perm[i]
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-- reuse check_pos to avoid allocating a new table
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check_pos.x = pos.x + dirs.x
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check_pos.y = pos.y
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check_pos.z = pos.z + dirs.z
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check_node = get_node(check_pos)
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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)
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set_node(check_pos, node)
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return
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end
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end
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end
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end
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})
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dynamic_liquid.registered_liquids[liquid] = flowing_liquid
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table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
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})
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dynamic_liquid.registered_liquids[liquid] = flowing_liquid
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table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
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end
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else
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-- version with altitude check
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dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
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minetest.register_abm({
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label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid .. " with altitude check",
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nodenames = {liquid},
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neighbors = {flowing_liquid},
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interval = 1,
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chance = chance or 1,
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catch_up = false,
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action = function(pos,node) -- Do everything possible to optimize this method
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-- This altitude check is the only difference from the version above.
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-- If the altitude check is disabled we don't ever need to make the comparison,
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-- hence the two different versions.
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if pos.y > disable_flow_above then
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return
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end
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local check_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local check_node = get_node(check_pos)
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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)
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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)]
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local dirs -- declare outside of loop so it won't keep entering/exiting scope
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for i=1,4 do
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dirs = perm[i]
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-- reuse check_pos to avoid allocating a new table
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check_pos.x = pos.x + dirs.x
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check_pos.y = pos.y
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check_pos.z = pos.z + dirs.z
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check_node = get_node(check_pos)
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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)
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set_node(check_pos, node)
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return
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end
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end
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end
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})
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dynamic_liquid.registered_liquids[liquid] = flowing_liquid
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table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
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end
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end
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if not minetest.get_modpath("default") then
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@ -10,6 +10,11 @@ dynamic_liquid_river_water (Dynamic river water) bool false
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#Causes lava blocks to move dynamically
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dynamic_liquid_lava (Dynamic lava) bool true
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#Floatlands are "leaky", so if you wish to prevent their lakes from draining
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#set this value to somewhere below the elevation the floatlands are generated
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#at.
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dynamic_liquid_disable_flow_above (Disable flow above this altitude) int 31000
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#Causes natural clay deposits to act as water sources, seeping new water blocks
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#into the space above them.
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#Also adds a "spring" block to the creative inventory to serve as an infinite water
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