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") river_water = river_water or river_water == nil -- default true local lava = minetest.setting_getbool("dynamic_liquid_lava") lava = lava or lava == nil -- default true 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 -- must override a registered node definition with a brand new one, -- can't just twiddle with the parameters of the existing table for some reason 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 if water then -- override water_source and water_flowing with liquid_renewable set to false local new_water_def = duplicate_def("default:water_source") new_water_def.liquid_renewable = false minetest.register_node(":default:water_source", new_water_def) local new_water_flowing_def = duplicate_def("default:water_flowing") new_water_flowing_def.liquid_renewable = false minetest.register_node(":default:water_flowing", new_water_flowing_def) end -- 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}}, } -- This is getting a bit silly, but hopefully every bit of optimization counts. -- By recording local pointers to the get and set methods we avoid a couple of -- table lookups in each ABM call. local get_node = minetest.get_node local set_node = minetest.set_node local liquid_abm = function(liquid, flowing_liquid, chance) minetest.register_abm({ 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) if check_node.name == flowing_liquid then set_node(pos, check_node) set_node(check_pos, node) return end 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) if check_node.name == flowing_liquid then set_node(pos, check_node) set_node(check_pos, node) return end end end }) end if lava then liquid_abm("default:lava_source", "default:lava_flowing", lava_probability) end if water then liquid_abm("default:water_source", "default:water_flowing", 1) end if river_water then liquid_abm("default:river_water_source", "default:river_water_flowing", 1) 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 = "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) 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 >= 0 or maxp.y <= -15 then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local data = vm:get_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({ 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 <= 0 do -- TODO: find mapgen water level for this check 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 }) -- 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 = "Spring", 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 = default.node_sound_gravel_defaults(), }) minetest.register_abm({ 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 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"}) end end }) end