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update deprecated functions, add mapgen shortcut to drop water straight down if there's space below

mineclone_compatibility v1.0
FaceDeer 2020-01-31 01:42:23 -07:00
parent 2910a321ee
commit ab10a93181
2 changed files with 90 additions and 51 deletions

View File

@ -1,11 +1,9 @@
if not minetest.get_modpath("default") then return end
local new_lava_cooling = minetest.setting_getbool("dynamic_liquid_new_lava_cooling")
new_lava_cooling = new_lava_cooling or new_lava_cooling == nil -- default true
local new_lava_cooling = minetest.settings:get_bool("dynamic_liquid_new_lava_cooling", true)
if not new_lava_cooling then return end
local falling_obsidian = minetest.setting_getbool("dynamic_liquid_falling_obsidian")
local falling_obsidian = minetest.settings:get_bool("dynamic_liquid_falling_obsidian", false)
-- The existing cool_lava ABM is hard-coded to respond to water nodes
-- and overriding node groups doesn't appear to work:
@ -21,8 +19,7 @@ local falling_obsidian = minetest.setting_getbool("dynamic_liquid_falling_obsidi
-- "dynamic_lava_flowing_destroys" and/or "dynamic_lava_source_destroys"
-- to nodes that should be destroyed by proximity to lava.
local particles = minetest.setting_getbool("enable_particles")
particles = particles or particles == nil -- default true
local particles = minetest.settings:get_bool("enable_particles", true)
local steam = function(pos)
if particles then

132
init.lua
View File

@ -47,7 +47,7 @@ local set_node = minetest.swap_node
-- Dynamic liquids
-----------------------------------------------------------------------------------------------------------------------
local disable_flow_above = tonumber(minetest.setting_get("dynamic_liquid_disable_flow_above"))
local disable_flow_above = tonumber(minetest.settings:get("dynamic_liquid_disable_flow_above"))
if disable_flow_above == nil or disable_flow_above >= 31000 then
@ -144,31 +144,26 @@ 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 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)
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"))
local water_probability = tonumber(minetest.settings: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"))
local river_water_probability = tonumber(minetest.settings: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"))
local lava_probability = tonumber(minetest.settings: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
local springs = minetest.settings:get_bool("dynamic_liquid_springs", true)
if water then
-- override water_source and water_flowing with liquid_renewable set to false
@ -190,8 +185,7 @@ end
-- Flow-through nodes
-----------------------------------------------------------------------------------------------------------------------
local flow_through = minetest.setting_getbool("dynamic_liquid_flow_through")
flow_through = flow_through or flow_through == nil -- default true
local flow_through = minetest.settings:get_bool("dynamic_liquid_flow_through", true)
if flow_through then
@ -300,14 +294,21 @@ end
-- Springs
-----------------------------------------------------------------------------------------------------------------------
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
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
return deep_copy(old_def)
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
@ -406,8 +407,7 @@ if springs then
})
end
local mapgen_prefill = minetest.setting_getbool("dynamic_liquid_mapgen_prefill")
mapgen_prefill = mapgen_prefill or mapgen_prefill == nil -- default true
local mapgen_prefill = minetest.settings:get_bool("dynamic_liquid_mapgen_prefill", true)
local waternodes
@ -424,37 +424,81 @@ if mapgen_prefill then
end
end
end
-- local count = 0
local drop_liquid = function(vi, data, area, min_y)
if data[vi] ~= c_water then
-- we only care about water.
return
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.
return
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
end
minetest.register_on_generated(function(minp, maxp, seed)
if minp.y > water_level or maxp.y < -70 then
if minp.y > water_level then
-- we're in the sky.
return
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
vm:get_data(data)
local maxp_y = maxp.y
local minp_y = minp.y
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)
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
end
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
fill_to(below, data, area)
fill_to(left, data, area)
fill_to(right, data, area)
fill_to(front, data, area)
fill_to(back, data, area)
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
fill_to(below, data, area)
fill_to(left, data, area)
fill_to(right, data, area)
fill_to(front, data, area)
fill_to(back, data, area)
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.
drop_liquid(vi, data, area, minp_y)
end
end
vm:set_data(data)
@ -463,11 +507,9 @@ if mapgen_prefill then
end)
end
local displace_liquid = minetest.setting_getbool("dynamic_liquid_displace_liquid")
displace_liquid = displace_liquid or displace_liquid == nil -- default true
local displace_liquid = minetest.settings:get_bool("dynamic_liquid_displace_liquid", true)
if displace_liquid then
local cardinal_dirs = {
{x= 0, y=0, z= 1},
{x= 1, y=0, z= 0},