dynamic_liquid = {} -- global table to expose liquid_abm for other mods' usage dynamic_liquid.registered_liquids = {} -- used by the flow-through node abm dynamic_liquid.registered_liquid_neighbors = {} local water_level = tonumber(minetest.get_mapgen_setting("water_level")) -- internationalization boilerplate local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP.."/intllib.lua") dofile(MP.."/cooling_lava.lua") -- By making this giant table of all possible permutations of horizontal direction we can avoid -- lots of redundant calculations. local all_direction_permutations = { {{x=0,z=1},{x=0,z=-1},{x=1,z=0},{x=-1,z=0}}, {{x=0,z=1},{x=0,z=-1},{x=-1,z=0},{x=1,z=0}}, {{x=0,z=1},{x=1,z=0},{x=0,z=-1},{x=-1,z=0}}, {{x=0,z=1},{x=1,z=0},{x=-1,z=0},{x=0,z=-1}}, {{x=0,z=1},{x=-1,z=0},{x=0,z=-1},{x=1,z=0}}, {{x=0,z=1},{x=-1,z=0},{x=1,z=0},{x=0,z=-1}}, {{x=0,z=-1},{x=0,z=1},{x=-1,z=0},{x=1,z=0}}, {{x=0,z=-1},{x=0,z=1},{x=1,z=0},{x=-1,z=0}}, {{x=0,z=-1},{x=1,z=0},{x=-1,z=0},{x=0,z=1}}, {{x=0,z=-1},{x=1,z=0},{x=0,z=1},{x=-1,z=0}}, {{x=0,z=-1},{x=-1,z=0},{x=1,z=0},{x=0,z=1}}, {{x=0,z=-1},{x=-1,z=0},{x=0,z=1},{x=1,z=0}}, {{x=1,z=0},{x=0,z=1},{x=0,z=-1},{x=-1,z=0}}, {{x=1,z=0},{x=0,z=1},{x=-1,z=0},{x=0,z=-1}}, {{x=1,z=0},{x=0,z=-1},{x=0,z=1},{x=-1,z=0}}, {{x=1,z=0},{x=0,z=-1},{x=-1,z=0},{x=0,z=1}}, {{x=1,z=0},{x=-1,z=0},{x=0,z=1},{x=0,z=-1}}, {{x=1,z=0},{x=-1,z=0},{x=0,z=-1},{x=0,z=1}}, {{x=-1,z=0},{x=0,z=1},{x=1,z=0},{x=0,z=-1}}, {{x=-1,z=0},{x=0,z=1},{x=0,z=-1},{x=1,z=0}}, {{x=-1,z=0},{x=0,z=-1},{x=1,z=0},{x=0,z=1}}, {{x=-1,z=0},{x=0,z=-1},{x=0,z=1},{x=1,z=0}}, {{x=-1,z=0},{x=1,z=0},{x=0,z=-1},{x=0,z=1}}, {{x=-1,z=0},{x=1,z=0},{x=0,z=1},{x=0,z=-1}}, } local get_node = minetest.get_node local set_node = minetest.set_node -- Dynamic liquids ----------------------------------------------------------------------------------------------------------------------- dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance) minetest.register_abm({ label = "dynamic_liquid " .. liquid, nodenames = {liquid}, neighbors = {flowing_liquid}, interval = 1, chance = chance or 1, catch_up = false, action = function(pos,node) -- Do everything possible to optimize this method local check_pos = {x=pos.x, y=pos.y-1, z=pos.z} local check_node = get_node(check_pos) local check_node_name = check_node.name if check_node_name == flowing_liquid or check_node_name == "air" then set_node(pos, check_node) set_node(check_pos, node) return end local perm = all_direction_permutations[math.random(24)] local dirs -- declare outside of loop so it won't keep entering/exiting scope for i=1,4 do dirs = perm[i] -- reuse check_pos to avoid allocating a new table check_pos.x = pos.x + dirs.x check_pos.y = pos.y check_pos.z = pos.z + dirs.z check_node = get_node(check_pos) check_node_name = check_node.name if check_node_name == flowing_liquid or check_node_name == "air" then set_node(pos, check_node) set_node(check_pos, node) return end end end }) dynamic_liquid.registered_liquids[liquid] = flowing_liquid table.insert(dynamic_liquid.registered_liquid_neighbors, liquid) end 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 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")) if water_probability == nil then water_probability = 1 end local river_water_probability = tonumber(minetest.setting_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")) if lava_probability == nil then lava_probability = 5 end local springs = minetest.setting_getbool("dynamic_liquid_springs") springs = springs or springs == nil -- default true if water then -- override water_source and water_flowing with liquid_renewable set to false local override_def = {liquid_renewable = false} minetest.override_item("default:water_source", override_def) minetest.override_item("default:water_flowing", override_def) end if lava then dynamic_liquid.liquid_abm("default:lava_source", "default:lava_flowing", lava_probability) end if water then dynamic_liquid.liquid_abm("default:water_source", "default:water_flowing", water_probability) end if river_water then dynamic_liquid.liquid_abm("default:river_water_source", "default:river_water_flowing", river_water_probability) end -- Flow-through nodes ----------------------------------------------------------------------------------------------------------------------- local flow_through = minetest.setting_getbool("dynamic_liquid_flow_through") flow_through = flow_through or flow_through == nil -- default true if flow_through then local flow_through_directions = { {{x=1,z=0},{x=0,z=1}}, {{x=0,z=1},{x=1,z=0}}, } minetest.register_abm({ label = "dynamic_liquid flow-through", nodenames = {"group:flow_through", "group:leaves", "group:sapling", "group:grass", "group:dry_grass", "group:flora", "groups:rail", "groups:flower"}, neighbors = dynamic_liquid.registered_liquid_neighbors, interval = 1, chance = 2, -- since liquid is teleported two nodes by this abm, halve the chance catch_up = false, action = function(pos) local source_pos = {x=pos.x, y=pos.y+1, z=pos.z} local dest_pos = {x=pos.x, y=pos.y-1, z=pos.z} local source_node = get_node(source_pos) local dest_node local source_flowing_node = dynamic_liquid.registered_liquids[source_node.name] local dest_flowing_node if source_flowing_node ~= nil then dest_node = minetest.get_node(dest_pos) if dest_node.name == source_flowing_node or dest_node.name == "air" then set_node(dest_pos, source_node) set_node(source_pos, dest_node) return end end local perm = flow_through_directions[math.random(2)] local dirs -- declare outside of loop so it won't keep entering/exiting scope for i=1,2 do dirs = perm[i] -- reuse to avoid allocating a new table source_pos.x = pos.x + dirs.x source_pos.y = pos.y source_pos.z = pos.z + dirs.z dest_pos.x = pos.x - dirs.x dest_pos.y = pos.y dest_pos.z = pos.z - dirs.z source_node = get_node(source_pos) dest_node = get_node(dest_pos) source_flowing_node = dynamic_liquid.registered_liquids[source_node.name] dest_flowing_node = dynamic_liquid.registered_liquids[dest_node.name] if (source_flowing_node ~= nil and (dest_node.name == source_flowing_node or dest_node.name == "air")) or (dest_flowing_node ~= nil and (source_node.name == dest_flowing_node or source_node.name == "air")) then set_node(source_pos, dest_node) set_node(dest_pos, source_node) return end end end, }) local add_flow_through = function(node_name) local node_def = minetest.registered_nodes[node_name] if node_def == nil then minetest.log("error", "dynamic_liquid attempted to call add_flow_through on the node name " .. node_name .. ", which was not found in minetest.registered_nodes.") return end local new_groups = node_def.groups new_groups.flow_through = 1 minetest.override_item(node_name,{groups = new_groups}) end if minetest.get_modpath("default") then for _, name in pairs({ "default:apple", "default:papyrus", "default:dry_shrub", "default:bush_stem", "default:acacia_bush_stem", "default:sign_wall_wood", "default:sign_wall_steel", "default:ladder_wood", "default:ladder_steel", "default:fence_wood", "default:fence_acacia_wood", "default:fence_junglewood", "default:fence_pine_wood", "default:fence_aspen_wood", }) do add_flow_through(name) end end if minetest.get_modpath("xpanes") then add_flow_through("xpanes:bar") add_flow_through("xpanes:bar_flat") end if minetest.get_modpath("carts") then add_flow_through("carts:rail") add_flow_through("carts:powerrail") add_flow_through("carts:brakerail") end end -- Springs ----------------------------------------------------------------------------------------------------------------------- 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 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 -- spring clay to turn into unknown nodes. local clay_def = duplicate_def("default:clay") clay_def.description = S("Damp Clay") if not springs then clay_def.groups.not_in_creative_inventory = 1 -- take it out of creative inventory though end minetest.register_node("dynamic_liquid:clay", clay_def) local data = {} if springs then local c_clay = minetest.get_content_id("default:clay") local c_spring_clay = minetest.get_content_id("dynamic_liquid:clay") -- Turn mapgen clay into spring clay minetest.register_on_generated(function(minp, maxp, seed) if minp.y >= water_level or maxp.y <= -15 then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") vm:get_data(data) for voxelpos, voxeldata in pairs(data) do if voxeldata == c_clay then data[voxelpos] = c_spring_clay end end vm:set_data(data) vm:write_to_map() end) minetest.register_abm({ label = "dynamic_liquid damp clay spring", nodenames = {"dynamic_liquid:clay"}, neighbors = {"air", "default:water_source", "default:water_flowing"}, interval = 1, chance = 1, catch_up = false, action = function(pos,node) local check_node local check_node_name while pos.y < water_level do pos.y = pos.y + 1 check_node = get_node(pos) check_node_name = check_node.name if check_node_name == "air" or check_node_name == "default:water_flowing" then set_node(pos, {name="default:water_source"}) elseif check_node_name ~= "default:water_source" then --Something's been put on top of this clay, don't send water through it break end end end }) local spring_sounds = nil if default.node_sound_gravel_defaults ~= nil then spring_sounds = default.node_sound_gravel_defaults() elseif default.node_sound_sand_defaults ~= nil then spring_sounds = default.node_sound_dirt_defaults() end -- This is a creative-mode only node that produces a modest amount of water continuously no matter where it is. -- Allow this one to turn into "unknown node" when this feature is disabled, since players had to explicitly place it. minetest.register_node("dynamic_liquid:spring", { description = S("Spring"), _doc_items_longdesc = S("A natural spring that generates an endless stream of water source blocks"), _doc_items_usagehelp = S("Generates one source block of water directly on top of itself once per second, provided the space is clear. If this natural spring is dug out the flow stops and it is turned into ordinary cobble."), drops = "default:gravel", tiles = {"default_cobble.png^[combine:16x80:0,-48=crack_anylength.png", "default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png", }, is_ground_content = false, groups = {cracky = 3, stone = 2}, sounds = spring_sounds, }) minetest.register_abm({ label = "dynamic_liquid creative spring", nodenames = {"dynamic_liquid:spring"}, neighbors = {"air", "default:water_flowing"}, interval = 1, chance = 1, catch_up = false, action = function(pos,node) pos.y = pos.y + 1 local check_node = get_node(pos) local check_node_name = check_node.name if check_node_name == "air" or check_node_name == "default:water_flowing" then set_node(pos, {name="default:water_source"}) end end }) end local mapgen_prefill = minetest.setting_getbool("dynamic_liquid_mapgen_prefill") mapgen_prefill = mapgen_prefill or mapgen_prefill == nil -- default true if mapgen_prefill then local c_water = minetest.get_content_id("default:water_source") local c_air = minetest.get_content_id("air") minetest.register_on_generated(function(minp, maxp, seed) if minp.y >= water_level then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} vm:get_data(data) local filling = false for z = minp.z, maxp.z do for x = minp.x, maxp.x do for y = maxp.y, minp.y, -1 do local vi = area:index(x,y,z) if data[vi] == c_water then filling = true elseif data[vi] == c_air and filling == true then data[vi] = c_water else filling = false end end filling = false end end vm:set_data(data) vm:write_to_map() vm:update_liquids() end) end