forked from Minetest/dynamic_liquid
update deprecated functions, add mapgen shortcut to drop water straight down if there's space below
parent
2910a321ee
commit
ab10a93181
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@ -1,11 +1,9 @@
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if not minetest.get_modpath("default") then return end
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if not minetest.get_modpath("default") then return end
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local new_lava_cooling = minetest.setting_getbool("dynamic_liquid_new_lava_cooling")
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local new_lava_cooling = minetest.settings:get_bool("dynamic_liquid_new_lava_cooling", true)
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new_lava_cooling = new_lava_cooling or new_lava_cooling == nil -- default true
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if not new_lava_cooling then return end
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if not new_lava_cooling then return end
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local falling_obsidian = minetest.setting_getbool("dynamic_liquid_falling_obsidian")
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local falling_obsidian = minetest.settings:get_bool("dynamic_liquid_falling_obsidian", false)
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-- The existing cool_lava ABM is hard-coded to respond to water nodes
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-- The existing cool_lava ABM is hard-coded to respond to water nodes
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-- and overriding node groups doesn't appear to work:
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-- and overriding node groups doesn't appear to work:
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@ -21,8 +19,7 @@ local falling_obsidian = minetest.setting_getbool("dynamic_liquid_falling_obsidi
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-- "dynamic_lava_flowing_destroys" and/or "dynamic_lava_source_destroys"
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-- "dynamic_lava_flowing_destroys" and/or "dynamic_lava_source_destroys"
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-- to nodes that should be destroyed by proximity to lava.
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-- to nodes that should be destroyed by proximity to lava.
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local particles = minetest.setting_getbool("enable_particles")
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local particles = minetest.settings:get_bool("enable_particles", true)
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particles = particles or particles == nil -- default true
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local steam = function(pos)
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local steam = function(pos)
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if particles then
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if particles then
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132
init.lua
132
init.lua
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@ -47,7 +47,7 @@ local set_node = minetest.swap_node
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-- Dynamic liquids
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-- Dynamic liquids
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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local disable_flow_above = tonumber(minetest.setting_get("dynamic_liquid_disable_flow_above"))
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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
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if disable_flow_above == nil or disable_flow_above >= 31000 then
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@ -144,31 +144,26 @@ if not minetest.get_modpath("default") then
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return
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return
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end
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end
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local water = minetest.setting_getbool("dynamic_liquid_water")
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local water = minetest.settings:get_bool("dynamic_liquid_water", true)
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water = water or water == nil -- default true
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local river_water = minetest.settings:get_bool("dynamic_liquid_river_water", false)
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local lava = minetest.settings:get_bool("dynamic_liquid_lava", true)
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local river_water = minetest.setting_getbool("dynamic_liquid_river_water") -- default false
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local water_probability = tonumber(minetest.settings:get("dynamic_liquid_water_flow_propability"))
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local lava = minetest.setting_getbool("dynamic_liquid_lava")
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lava = lava or lava == nil -- default true
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local water_probability = tonumber(minetest.setting_get("dynamic_liquid_water_flow_propability"))
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if water_probability == nil then
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if water_probability == nil then
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water_probability = 1
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water_probability = 1
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end
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end
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local river_water_probability = tonumber(minetest.setting_get("dynamic_liquid_river_water_flow_propability"))
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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
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if river_water_probability == nil then
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river_water_probability = 1
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river_water_probability = 1
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end
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end
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local lava_probability = tonumber(minetest.setting_get("dynamic_liquid_lava_flow_propability"))
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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
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if lava_probability == nil then
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lava_probability = 5
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lava_probability = 5
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end
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end
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local springs = minetest.setting_getbool("dynamic_liquid_springs")
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local springs = minetest.settings:get_bool("dynamic_liquid_springs", true)
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springs = springs or springs == nil -- default true
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if water then
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if water then
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-- override water_source and water_flowing with liquid_renewable set to false
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-- override water_source and water_flowing with liquid_renewable set to false
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@ -190,8 +185,7 @@ end
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-- Flow-through nodes
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-- Flow-through nodes
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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local flow_through = minetest.setting_getbool("dynamic_liquid_flow_through")
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local flow_through = minetest.settings:get_bool("dynamic_liquid_flow_through", true)
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flow_through = flow_through or flow_through == nil -- default true
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if flow_through then
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if flow_through then
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@ -300,14 +294,21 @@ end
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-- Springs
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-- Springs
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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local function deep_copy(table_in)
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local table_out = {}
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for index, value in pairs(table_in) do
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if type(value) == "table" then
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table_out[index] = deep_copy(value)
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else
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table_out[index] = value
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end
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end
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return table_out
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end
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local duplicate_def = function (name)
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local duplicate_def = function (name)
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local old_def = minetest.registered_nodes[name]
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local old_def = minetest.registered_nodes[name]
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local new_def = {}
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return deep_copy(old_def)
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for param, value in pairs(old_def) do
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new_def[param] = value
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end
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return new_def
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end
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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
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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
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@ -406,8 +407,7 @@ if springs then
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})
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})
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end
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end
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local mapgen_prefill = minetest.setting_getbool("dynamic_liquid_mapgen_prefill")
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local mapgen_prefill = minetest.settings:get_bool("dynamic_liquid_mapgen_prefill", true)
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mapgen_prefill = mapgen_prefill or mapgen_prefill == nil -- default true
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local waternodes
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local waternodes
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@ -424,37 +424,81 @@ if mapgen_prefill then
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end
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end
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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 count = 0
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local drop_liquid = function(vi, data, area, min_y)
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if data[vi] ~= c_water then
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-- we only care about water.
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return
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end
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local start = vi -- remember the water node we started from
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local ystride = area.ystride
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vi = vi - ystride
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if data[vi] ~= c_air then
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-- if there's no air below this water node, give up immediately.
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return
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end
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vi = vi - ystride -- There's air below the water, so move down one.
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while data[vi] == c_air and area:position(vi).y > min_y do
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-- the min_y check is here to ensure that we don't put water into the mapgen
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-- border zone below our current map chunk where it might get erased by future mapgen activity.
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-- if there's more air, keep going.
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vi = vi - ystride
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end
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vi = vi + ystride -- Move back up one. vi is now pointing at the last air node above the first non-air node.
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data[vi] = c_water
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data[start] = c_air
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-- count = count + 1
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-- if count % 100 == 0 then
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-- minetest.chat_send_all("dropped water " .. (start-vi)/ystride .. " at " .. minetest.pos_to_string(area:position(vi)))
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-- end
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y > water_level or maxp.y < -70 then
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if minp.y > water_level then
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-- we're in the sky.
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return
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return
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end
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end
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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vm:get_data(data)
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vm:get_data(data)
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local maxp_y = maxp.y
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local minp_y = minp.y
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local top = vector.new(maxp.x, math.min(maxp.y, water_level), maxp.z) -- prevents flood fill from affecting any water above sea level
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if maxp_y > -70 then
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local top = vector.new(maxp.x, math.min(maxp_y, water_level), maxp.z) -- prevents flood fill from affecting any water above sea level
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for vi in area:iterp(minp, top) do
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for vi in area:iterp(minp, top) do
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if data[vi] == c_water then
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if data[vi] == c_water then
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table.insert(waternodes, vi)
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table.insert(waternodes, vi)
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end
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end
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end
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end
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while table.getn(waternodes) > 0 do
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local vi = table.remove(waternodes)
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local below = vi - area.ystride
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local left = vi - area.zstride
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local right = vi + area.zstride
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local front = vi - 1
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local back = vi + 1
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fill_to(below, data, area)
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while table.getn(waternodes) > 0 do
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fill_to(left, data, area)
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local vi = table.remove(waternodes)
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fill_to(right, data, area)
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local below = vi - area.ystride
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fill_to(front, data, area)
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local left = vi - area.zstride
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fill_to(back, data, area)
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local right = vi + area.zstride
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local front = vi - 1
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local back = vi + 1
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fill_to(below, data, area)
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fill_to(left, data, area)
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fill_to(right, data, area)
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fill_to(front, data, area)
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fill_to(back, data, area)
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end
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else
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-- Caves sometimes generate with liquid nodes hovering in mid air.
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-- This immediately drops them straight down as far as they can go, reducing the ABM thrashing.
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-- We only iterate down to minp.y+1 because anything at minp.y will never be dropped farther anyway.
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for vi in area:iter(minp.x, minp_y+1, minp.z, maxp.x, maxp_y, maxp.z) do
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-- fortunately, area:iter iterates through y columns going upward. Just what we need!
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-- We could possibly be a bit more efficient by remembering how far we dropped then
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-- last liquid node in a column and moving stuff down that far,
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-- but for now let's keep it simple.
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drop_liquid(vi, data, area, minp_y)
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end
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end
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end
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vm:set_data(data)
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vm:set_data(data)
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@ -463,11 +507,9 @@ if mapgen_prefill then
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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.setting_getbool("dynamic_liquid_displace_liquid")
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local displace_liquid = minetest.settings:get_bool("dynamic_liquid_displace_liquid", true)
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displace_liquid = displace_liquid or displace_liquid == nil -- default true
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if displace_liquid then
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if displace_liquid then
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local cardinal_dirs = {
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local cardinal_dirs = {
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{x= 0, y=0, z= 1},
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{x= 0, y=0, z= 1},
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{x= 1, y=0, z= 0},
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{x= 1, y=0, z= 0},
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