1
0
Fork 0
dynamic_liquid/cooling_lava.lua

225 lines
6.6 KiB
Lua

dynamic_liquid.cooling_lava = function(def)
local lava_source = def.lava_source
local lava_flowing = def.lava_flowing
local obsidian = def.obsidian
local flowing_destroys = def.flowing_destroys or {}
local source_destroys = def.source_destroys or {}
local cooling_sound = def.cooling_sound
local falling_obsidian = dynamic_liquid.config.falling_obsidian
-- The existing cool_lava ABM is hard-coded to respond to water nodes
-- and overriding node groups doesn't appear to work:
-- https://github.com/minetest/minetest/issues/5518
-- So modifying the lava-cooling system requires some unfortunate
-- workarounds. Most notable is the "dynamic_cools_lava" group;
-- the "cools_lava" group can't be removed from flowing water for ABM
-- purposes so this redundancy is required.
-- Mods can hook into this system by adding the group
-- "dynamic_cools_lava_flowing" and/or "dynamic_cools_lava_source"
-- to nodes that should cool lava and
-- "dynamic_lava_flowing_destroys" and/or "dynamic_lava_source_destroys"
-- to nodes that should be destroyed by proximity to lava.
local particles = minetest.settings:get_bool("enable_particles", true)
local steam = function(pos)
if particles then
minetest.add_particlespawner({
amount = 6,
time = 1,
minpos = pos,
maxpos = pos,
minvel = {x=-2, y=0, z=-2},
maxvel = {x=2, y=1, z=2},
minacc = {x=0, y=2, z=0},
maxacc = {x=0, y=2, z=0},
minexptime = 1,
maxexptime = 4,
minsize = 16,
maxsize = 16,
collisiondetection = false,
vertical = false,
texture = "smoke_puff.png",
})
end
end
-------------------------------------------------------------------------------------------------
local dynamic_cools_lava_flowing = {"group:dynamic_cools_lava_flowing", "group:cools_lava"}
-- Flowing lava will turn these blocks into steam.
local dynamic_lava_flowing_destroys = {
"group:dynamic_lava_flowing_destroys",
}
for _, node_name in pairs(flowing_destroys) do
table.insert(dynamic_lava_flowing_destroys, node_name)
end
local all_flowing_nodes = {unpack(dynamic_cools_lava_flowing)}
for i = 1, #dynamic_lava_flowing_destroys do
all_flowing_nodes[#dynamic_cools_lava_flowing + i] = dynamic_lava_flowing_destroys[i]
end
local cool_lava_flowing = function(pos, node)
local cooler_adjacent = minetest.find_node_near(pos, 1, dynamic_cools_lava_flowing)
if cooler_adjacent ~= nil then
-- pulling nearby sources into position is necessary to break certain classes of
-- flow "deadlock". Weird, but what're you gonna do.
local nearby_source = minetest.find_node_near(pos, 1, lava_source)
if nearby_source then
minetest.set_node(pos, {name=lava_source})
minetest.set_node(nearby_source, {name="air"})
steam(nearby_source)
else
minetest.set_node(pos, {name = "air"})
steam(pos)
end
end
local evaporate_list = minetest.find_nodes_in_area(
vector.add(pos,{x=-1, y=-1, z=-1}),
vector.add(pos,{x=1, y=1, z=1}),
dynamic_lava_flowing_destroys
)
for _, loc in pairs(evaporate_list) do
minetest.set_node(loc, {name="air"})
steam(loc)
end
minetest.sound_play(cooling_sound,
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
minetest.register_abm({
label = "Lava flowing cooling",
nodenames = {lava_flowing},
neighbors = all_flowing_nodes,
interval = 1,
chance = 1,
catch_up = false,
action = function(...)
cool_lava_flowing(...)
end,
})
-------------------------------------------------------------------------------------------------
local dynamic_cools_lava_source = {"group:dynamic_cools_lava_source"}
for name, node_def in pairs(minetest.registered_nodes) do
-- We don't want "flowing" nodes to cool lava source blocks, otherwise when water falls onto a large pool of lava there's
-- way too many blocks turned to obsidian.
if minetest.get_item_group(name, "cools_lava") > 0 and name ~= "default:water_flowing" and name ~= "default:river_water_flowing" then
table.insert(dynamic_cools_lava_source, name)
end
end
-- lava source blocks will turn these blocks into steam.
local dynamic_lava_source_destroys = {
"group:dynamic_lava_source_destroys",
}
for _, node_name in pairs(source_destroys) do
table.insert(dynamic_lava_source_destroys, node_name)
end
local all_source_nodes = {unpack(dynamic_cools_lava_source)}
for i = 1, #dynamic_lava_source_destroys do
all_source_nodes[#dynamic_cools_lava_source + i] = dynamic_lava_source_destroys[i]
end
local is_pos_in_list = function(pos, list)
for _, loc in pairs(list) do
if vector.equals(pos, loc) then return true end
end
return false
end
local function shuffle_array(a)
local rand = math.random
local iterations = #a
local j
for i = iterations, 2, -1 do
j = rand(i)
a[i], a[j] = a[j], a[i]
end
end
local cool_lava_source = function(pos, node)
local cooler_list = minetest.find_nodes_in_area(
vector.add(pos,{x=-1, y=-1, z=-1}),
vector.add(pos,{x=1, y=1, z=1}),
dynamic_cools_lava_source)
local evaporate_list = minetest.find_nodes_in_area(
vector.add(pos,{x=-1, y=-1, z=-1}),
vector.add(pos,{x=1, y=1, z=1}),
dynamic_lava_source_destroys
)
shuffle_array(cooler_list)
local obsidian_location = nil
for _, loc in pairs(cooler_list) do
if is_pos_in_list(loc, evaporate_list) then
if loc.y < pos.y then
if loc.z == pos.z and loc.x == pos.x then
obsidian_location = loc -- best outcome, directly below us. End loop immediately.
break
else
obsidian_location = loc -- next-best outcome, in the tier below us.
end
elseif loc.y == pos.y and obsidian_location == nil then
obsidian_location = loc -- On the same level as us, acceptable if nothing else comes along.
end
end
end
if obsidian_location == nil and #cooler_list > 0 then
obsidian_location = pos -- there's an adjacent cooler node, but it's above us. Turn into obsidian in place.
end
for _, loc in pairs(evaporate_list) do
minetest.set_node(loc, {name="air"})
steam(loc)
end
if obsidian_location ~= nil then
minetest.set_node(pos, {name = "air"})
minetest.set_node(obsidian_location, {name = obsidian})
if falling_obsidian then
minetest.spawn_falling_node(obsidian_location)
end
elseif #evaporate_list > 0 then
-- Again, this weird bit is necessary for breaking certain types of flow deadlock
local loc = evaporate_list[math.random(1,#evaporate_list)]
if loc.y <= pos.y then
minetest.set_node(pos, {name = "air"})
minetest.set_node(loc, {name = lava_source})
end
end
minetest.sound_play(cooling_sound,
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
minetest.register_abm({
label = "Lava source cooling",
nodenames = {lava_source},
neighbors = all_source_nodes,
interval = 1,
chance = 1,
catch_up = false,
action = function(...)
cool_lava_source(...)
end,
})
end