forked from Minetest/dynamic_liquid
add mapgen prefill feature for water
parent
67fed9944f
commit
eff43b5993
36
init.lua
36
init.lua
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@ -330,3 +330,39 @@ if springs then
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end
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end
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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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mapgen_prefill = mapgen_prefill or mapgen_prefill == nil -- default true
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if mapgen_prefill then
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local c_water = minetest.get_content_id("default:water_source")
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local c_air = minetest.get_content_id("air")
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local water_level = minetest.get_mapgen_params().water_level
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minetest.register_on_generated(function(minp, maxp, seed)
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if minp.y >= water_level then
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return
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end
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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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vm:get_data(data)
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local filling = false
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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for y = maxp.y, minp.y, -1 do
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local vi = area:index(x,y,z)
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if data[vi] == c_water then
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filling = true
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elseif data[vi] == c_air and filling == true then
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data[vi] = c_water
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else filling = false end
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end
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filling = false
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end
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end
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vm:set_data(data)
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vm:write_to_map()
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end)
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end
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@ -24,6 +24,15 @@ dynamic_liquid_springs (Springs) bool true
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#"flow_through"
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#"flow_through"
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dynamic_liquid_flow_through (Flow-through) bool true
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dynamic_liquid_flow_through (Flow-through) bool true
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#During map generation, this mod can attempt to "pre-fill" underwater cave
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#entrances by replacing air directly below water with additional water blocks.
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#This process is only attempted below "sea level" and is not perfect - it will
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#only fill down to the bottom of the map block being generated and it won't
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#fill out openings to the sides. But it should hopefully reduce the magnitude
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#of the whirlpools that form over cave entrances and the load on the active
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#block modifier in these situations.
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dynamic_liquid_mapgen_prefill (Mapgen water prefill) bool true
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[Flow Rates]
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[Flow Rates]
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#Sets the probability of water flow per block per second.
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#Sets the probability of water flow per block per second.
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