dynamic_liquid.mapgen_prefill = function(def) local water_level = def.liquid_level local c_water = minetest.get_content_id(def.liquid) local c_air = minetest.get_content_id("air") local waternodes = {} local fill_to = function (vi, data, area) if area:containsi(vi) and area:position(vi).y <= water_level then if data[vi] == c_air then data[vi] = c_water table.insert(waternodes, vi) 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 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 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 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) vm:write_to_map() vm:update_liquids() end) end