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

View File

@ -47,7 +47,7 @@ local set_node = minetest.swap_node
-- Dynamic liquids -- 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 if disable_flow_above == nil or disable_flow_above >= 31000 then
@ -144,31 +144,26 @@ if not minetest.get_modpath("default") then
return return
end end
local water = minetest.setting_getbool("dynamic_liquid_water") local water = minetest.settings:get_bool("dynamic_liquid_water", true)
water = water or water == nil -- default 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 water_probability = tonumber(minetest.settings:get("dynamic_liquid_water_flow_propability"))
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 if water_probability == nil then
water_probability = 1 water_probability = 1
end 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 if river_water_probability == nil then
river_water_probability = 1 river_water_probability = 1
end 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 if lava_probability == nil then
lava_probability = 5 lava_probability = 5
end end
local springs = minetest.setting_getbool("dynamic_liquid_springs") local springs = minetest.settings:get_bool("dynamic_liquid_springs", true)
springs = springs or springs == nil -- default true
if water then if water then
-- override water_source and water_flowing with liquid_renewable set to false -- override water_source and water_flowing with liquid_renewable set to false
@ -190,8 +185,7 @@ end
-- Flow-through nodes -- Flow-through nodes
----------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------
local flow_through = minetest.setting_getbool("dynamic_liquid_flow_through") local flow_through = minetest.settings:get_bool("dynamic_liquid_flow_through", true)
flow_through = flow_through or flow_through == nil -- default true
if flow_through then if flow_through then
@ -300,14 +294,21 @@ end
-- Springs -- 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 duplicate_def = function (name)
local old_def = minetest.registered_nodes[name] local old_def = minetest.registered_nodes[name]
local new_def = {} return deep_copy(old_def)
for param, value in pairs(old_def) do
new_def[param] = value
end
return new_def
end 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 -- 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 end
local mapgen_prefill = minetest.setting_getbool("dynamic_liquid_mapgen_prefill") local mapgen_prefill = minetest.settings:get_bool("dynamic_liquid_mapgen_prefill", true)
mapgen_prefill = mapgen_prefill or mapgen_prefill == nil -- default true
local waternodes local waternodes
@ -425,17 +425,49 @@ if mapgen_prefill then
end 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) 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 return
end end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
vm:get_data(data) 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 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 for vi in area:iterp(minp, top) do
if data[vi] == c_water then if data[vi] == c_water then
table.insert(waternodes, vi) table.insert(waternodes, vi)
@ -456,6 +488,18 @@ if mapgen_prefill then
fill_to(front, data, area) fill_to(front, data, area)
fill_to(back, data, area) fill_to(back, data, area)
end 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) vm:set_data(data)
vm:write_to_map() vm:write_to_map()
@ -463,11 +507,9 @@ if mapgen_prefill then
end) end)
end end
local displace_liquid = minetest.setting_getbool("dynamic_liquid_displace_liquid") local displace_liquid = minetest.settings:get_bool("dynamic_liquid_displace_liquid", true)
displace_liquid = displace_liquid or displace_liquid == nil -- default true
if displace_liquid then if displace_liquid then
local cardinal_dirs = { local cardinal_dirs = {
{x= 0, y=0, z= 1}, {x= 0, y=0, z= 1},
{x= 1, y=0, z= 0}, {x= 1, y=0, z= 0},