forked from Minetest/dynamic_liquid
571 lines
19 KiB
Lua
571 lines
19 KiB
Lua
dynamic_liquid = {} -- global table to expose liquid_abm for other mods' usage
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dynamic_liquid.registered_liquids = {} -- used by the flow-through node abm
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dynamic_liquid.registered_liquid_neighbors = {}
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local water_level = tonumber(minetest.get_mapgen_setting("water_level"))
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local S = minetest.get_translator(modname)
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dofile(modpath.."/cooling_lava.lua")
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-- By making this giant table of all possible permutations of horizontal direction we can avoid
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-- lots of redundant calculations.
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local all_direction_permutations = {
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{{x=0,z=1},{x=0,z=-1},{x=1,z=0},{x=-1,z=0}},
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{{x=0,z=1},{x=0,z=-1},{x=-1,z=0},{x=1,z=0}},
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{{x=0,z=1},{x=1,z=0},{x=0,z=-1},{x=-1,z=0}},
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{{x=0,z=1},{x=1,z=0},{x=-1,z=0},{x=0,z=-1}},
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{{x=0,z=1},{x=-1,z=0},{x=0,z=-1},{x=1,z=0}},
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{{x=0,z=1},{x=-1,z=0},{x=1,z=0},{x=0,z=-1}},
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{{x=0,z=-1},{x=0,z=1},{x=-1,z=0},{x=1,z=0}},
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{{x=0,z=-1},{x=0,z=1},{x=1,z=0},{x=-1,z=0}},
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{{x=0,z=-1},{x=1,z=0},{x=-1,z=0},{x=0,z=1}},
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{{x=0,z=-1},{x=1,z=0},{x=0,z=1},{x=-1,z=0}},
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{{x=0,z=-1},{x=-1,z=0},{x=1,z=0},{x=0,z=1}},
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{{x=0,z=-1},{x=-1,z=0},{x=0,z=1},{x=1,z=0}},
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{{x=1,z=0},{x=0,z=1},{x=0,z=-1},{x=-1,z=0}},
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{{x=1,z=0},{x=0,z=1},{x=-1,z=0},{x=0,z=-1}},
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{{x=1,z=0},{x=0,z=-1},{x=0,z=1},{x=-1,z=0}},
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{{x=1,z=0},{x=0,z=-1},{x=-1,z=0},{x=0,z=1}},
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{{x=1,z=0},{x=-1,z=0},{x=0,z=1},{x=0,z=-1}},
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{{x=1,z=0},{x=-1,z=0},{x=0,z=-1},{x=0,z=1}},
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{{x=-1,z=0},{x=0,z=1},{x=1,z=0},{x=0,z=-1}},
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{{x=-1,z=0},{x=0,z=1},{x=0,z=-1},{x=1,z=0}},
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{{x=-1,z=0},{x=0,z=-1},{x=1,z=0},{x=0,z=1}},
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{{x=-1,z=0},{x=0,z=-1},{x=0,z=1},{x=1,z=0}},
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{{x=-1,z=0},{x=1,z=0},{x=0,z=-1},{x=0,z=1}},
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{{x=-1,z=0},{x=1,z=0},{x=0,z=1},{x=0,z=-1}},
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}
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local get_node = minetest.get_node
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local set_node = minetest.swap_node
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-- Dynamic liquids
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-----------------------------------------------------------------------------------------------------------------------
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local disable_flow_above = tonumber(minetest.settings:get("dynamic_liquid_disable_flow_above"))
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if disable_flow_above == nil or disable_flow_above >= 31000 then
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-- version without altitude check
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dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
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minetest.register_abm({
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label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid,
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nodenames = {liquid},
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neighbors = {flowing_liquid},
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interval = 1,
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chance = chance or 1,
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catch_up = false,
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action = function(pos,node) -- Do everything possible to optimize this method
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local check_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local check_node = get_node(check_pos)
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local check_node_name = check_node.name
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if check_node_name == flowing_liquid or check_node_name == "air" then
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set_node(pos, check_node)
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set_node(check_pos, node)
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return
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end
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local perm = all_direction_permutations[math.random(24)]
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local dirs -- declare outside of loop so it won't keep entering/exiting scope
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for i=1,4 do
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dirs = perm[i]
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-- reuse check_pos to avoid allocating a new table
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check_pos.x = pos.x + dirs.x
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check_pos.y = pos.y
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check_pos.z = pos.z + dirs.z
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check_node = get_node(check_pos)
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check_node_name = check_node.name
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if check_node_name == flowing_liquid or check_node_name == "air" then
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set_node(pos, check_node)
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set_node(check_pos, node)
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return
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end
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end
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end
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})
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dynamic_liquid.registered_liquids[liquid] = flowing_liquid
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table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
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end
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else
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-- version with altitude check
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dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
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minetest.register_abm({
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label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid .. " with altitude check",
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nodenames = {liquid},
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neighbors = {flowing_liquid},
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interval = 1,
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chance = chance or 1,
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catch_up = false,
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action = function(pos,node) -- Do everything possible to optimize this method
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-- This altitude check is the only difference from the version above.
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-- If the altitude check is disabled we don't ever need to make the comparison,
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-- hence the two different versions.
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if pos.y > disable_flow_above then
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return
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end
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local check_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local check_node = get_node(check_pos)
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local check_node_name = check_node.name
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if check_node_name == flowing_liquid or check_node_name == "air" then
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set_node(pos, check_node)
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set_node(check_pos, node)
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return
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end
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local perm = all_direction_permutations[math.random(24)]
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local dirs -- declare outside of loop so it won't keep entering/exiting scope
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for i=1,4 do
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dirs = perm[i]
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-- reuse check_pos to avoid allocating a new table
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check_pos.x = pos.x + dirs.x
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check_pos.y = pos.y
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check_pos.z = pos.z + dirs.z
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check_node = get_node(check_pos)
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check_node_name = check_node.name
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if check_node_name == flowing_liquid or check_node_name == "air" then
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set_node(pos, check_node)
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set_node(check_pos, node)
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return
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end
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end
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end
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})
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dynamic_liquid.registered_liquids[liquid] = flowing_liquid
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table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
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end
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end
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if not minetest.get_modpath("default") then
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return
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end
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local water = minetest.settings:get_bool("dynamic_liquid_water", true)
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local river_water = minetest.settings:get_bool("dynamic_liquid_river_water", false)
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local lava = minetest.settings:get_bool("dynamic_liquid_lava", true)
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local water_probability = tonumber(minetest.settings:get("dynamic_liquid_water_flow_propability"))
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if water_probability == nil then
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water_probability = 1
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end
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local river_water_probability = tonumber(minetest.settings:get("dynamic_liquid_river_water_flow_propability"))
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if river_water_probability == nil then
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river_water_probability = 1
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end
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local lava_probability = tonumber(minetest.settings:get("dynamic_liquid_lava_flow_propability"))
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if lava_probability == nil then
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lava_probability = 5
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end
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local springs = minetest.settings:get_bool("dynamic_liquid_springs", true)
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if water then
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-- override water_source and water_flowing with liquid_renewable set to false
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local override_def = {liquid_renewable = false}
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minetest.override_item("default:water_source", override_def)
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minetest.override_item("default:water_flowing", override_def)
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end
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if lava then
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dynamic_liquid.liquid_abm("default:lava_source", "default:lava_flowing", lava_probability)
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end
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if water then
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dynamic_liquid.liquid_abm("default:water_source", "default:water_flowing", water_probability)
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end
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if river_water then
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dynamic_liquid.liquid_abm("default:river_water_source", "default:river_water_flowing", river_water_probability)
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end
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-- Flow-through nodes
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-----------------------------------------------------------------------------------------------------------------------
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local flow_through = minetest.settings:get_bool("dynamic_liquid_flow_through", true)
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if flow_through then
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local flow_through_directions = {
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{{x=1,z=0},{x=0,z=1}},
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{{x=0,z=1},{x=1,z=0}},
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}
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minetest.register_abm({
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label = "dynamic_liquid flow-through",
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nodenames = {"group:flow_through", "group:leaves", "group:sapling", "group:grass", "group:dry_grass", "group:flora", "groups:rail", "groups:flower"},
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neighbors = dynamic_liquid.registered_liquid_neighbors,
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interval = 1,
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chance = 2, -- since liquid is teleported two nodes by this abm, halve the chance
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catch_up = false,
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action = function(pos)
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local source_pos = {x=pos.x, y=pos.y+1, z=pos.z}
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local dest_pos = {x=pos.x, y=pos.y-1, z=pos.z}
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local source_node = get_node(source_pos)
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local dest_node
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local source_flowing_node = dynamic_liquid.registered_liquids[source_node.name]
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local dest_flowing_node
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if source_flowing_node ~= nil then
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dest_node = minetest.get_node(dest_pos)
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if dest_node.name == source_flowing_node or dest_node.name == "air" then
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set_node(dest_pos, source_node)
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set_node(source_pos, dest_node)
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return
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end
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end
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local perm = flow_through_directions[math.random(2)]
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local dirs -- declare outside of loop so it won't keep entering/exiting scope
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for i=1,2 do
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dirs = perm[i]
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-- reuse to avoid allocating a new table
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source_pos.x = pos.x + dirs.x
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source_pos.y = pos.y
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source_pos.z = pos.z + dirs.z
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dest_pos.x = pos.x - dirs.x
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dest_pos.y = pos.y
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dest_pos.z = pos.z - dirs.z
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source_node = get_node(source_pos)
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dest_node = get_node(dest_pos)
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source_flowing_node = dynamic_liquid.registered_liquids[source_node.name]
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dest_flowing_node = dynamic_liquid.registered_liquids[dest_node.name]
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if (source_flowing_node ~= nil and (dest_node.name == source_flowing_node or dest_node.name == "air")) or
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(dest_flowing_node ~= nil and (source_node.name == dest_flowing_node or source_node.name == "air"))
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then
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set_node(source_pos, dest_node)
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set_node(dest_pos, source_node)
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return
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end
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end
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end,
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})
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local add_flow_through = function(node_name)
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local node_def = minetest.registered_nodes[node_name]
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if node_def == nil then
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minetest.log("warning", "dynamic_liquid attempted to call add_flow_through on the node name "
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.. node_name .. ", which was not found in minetest.registered_nodes.")
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return
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end
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local new_groups = node_def.groups
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new_groups.flow_through = 1
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minetest.override_item(node_name,{groups = new_groups})
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end
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if minetest.get_modpath("default") then
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for _, name in pairs({
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"default:apple",
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"default:papyrus",
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"default:dry_shrub",
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"default:bush_stem",
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"default:acacia_bush_stem",
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"default:sign_wall_wood",
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"default:sign_wall_steel",
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"default:ladder_wood",
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"default:ladder_steel",
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"default:fence_wood",
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"default:fence_acacia_wood",
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"default:fence_junglewood",
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"default:fence_pine_wood",
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"default:fence_aspen_wood",
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}) do
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add_flow_through(name)
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end
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end
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if minetest.get_modpath("xpanes") then
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add_flow_through("xpanes:bar")
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add_flow_through("xpanes:bar_flat")
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end
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if minetest.get_modpath("carts") then
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add_flow_through("carts:rail")
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add_flow_through("carts:powerrail")
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add_flow_through("carts:brakerail")
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end
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end
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-- Springs
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-----------------------------------------------------------------------------------------------------------------------
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local function deep_copy(table_in)
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local table_out = {}
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for index, value in pairs(table_in) do
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if type(value) == "table" then
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table_out[index] = deep_copy(value)
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else
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table_out[index] = value
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end
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end
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return table_out
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end
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local duplicate_def = function (name)
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local old_def = minetest.registered_nodes[name]
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return deep_copy(old_def)
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end
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-- register damp clay whether we're going to set the ABM or not, if the user disables this feature we don't want existing
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-- spring clay to turn into unknown nodes.
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local clay_def = duplicate_def("default:clay")
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clay_def.description = S("Damp Clay")
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if not springs then
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clay_def.groups.not_in_creative_inventory = 1 -- take it out of creative inventory though
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end
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minetest.register_node("dynamic_liquid:clay", clay_def)
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if springs then
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minetest.register_abm({
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label = "dynamic_liquid damp clay spring",
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nodenames = {"dynamic_liquid:clay"},
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neighbors = {"air", "default:water_source", "default:water_flowing"},
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interval = 1,
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chance = 1,
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catch_up = false,
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action = function(pos,node)
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local check_node
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local check_node_name
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while pos.y < water_level do
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pos.y = pos.y + 1
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check_node = get_node(pos)
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check_node_name = check_node.name
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if check_node_name == "air" or check_node_name == "default:water_flowing" then
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set_node(pos, {name="default:water_source"})
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elseif check_node_name ~= "default:water_source" then
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--Something's been put on top of this clay, don't send water through it
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break
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end
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end
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end
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})
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local spring_sounds = nil
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if default.node_sound_gravel_defaults ~= nil then
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spring_sounds = default.node_sound_gravel_defaults()
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elseif default.node_sound_sand_defaults ~= nil then
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spring_sounds = default.node_sound_dirt_defaults()
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end
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-- This is a creative-mode only node that produces a modest amount of water continuously no matter where it is.
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-- Allow this one to turn into "unknown node" when this feature is disabled, since players had to explicitly place it.
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minetest.register_node("dynamic_liquid:spring", {
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description = S("Spring"),
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_doc_items_longdesc = S("A natural spring that generates an endless stream of water source blocks"),
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_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."),
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drops = "default:gravel",
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tiles = {"default_cobble.png^[combine:16x80:0,-48=crack_anylength.png",
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"default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png",
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},
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is_ground_content = false,
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groups = {cracky = 3, stone = 2},
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sounds = spring_sounds,
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})
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minetest.register_abm({
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label = "dynamic_liquid creative spring",
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nodenames = {"dynamic_liquid:spring"},
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neighbors = {"air", "default:water_flowing"},
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interval = 1,
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chance = 1,
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catch_up = false,
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action = function(pos,node)
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pos.y = pos.y + 1
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local check_node = get_node(pos)
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local check_node_name = check_node.name
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if check_node_name == "air" or check_node_name == "default:water_flowing" then
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set_node(pos, {name="default:water_source"})
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end
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end
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})
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end
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local mapgen_prefill = minetest.settings:get_bool("dynamic_liquid_mapgen_prefill", true)
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if springs or mapgen_prefill then
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local data = {}
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local c_clay = minetest.get_content_id("default:clay")
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local c_spring_clay = minetest.get_content_id("dynamic_liquid:clay")
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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 waternodes = {}
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local fill_to = function (vi, data, area)
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if area:containsi(vi) and area:position(vi).y <= water_level then
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if data[vi] == c_air then
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data[vi] = c_water
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table.insert(waternodes, vi)
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return true
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end
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end
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return false
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end
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-- local count = 0
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local drop_liquid = function(vi, data, area, min_y)
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if data[vi] ~= c_water then
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-- we only care about water.
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return false
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end
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local start = vi -- remember the water node we started from
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local ystride = area.ystride
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vi = vi - ystride
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if data[vi] ~= c_air then
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-- if there's no air below this water node, give up immediately.
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return false
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end
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vi = vi - ystride -- There's air below the water, so move down one.
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while data[vi] == c_air and area:position(vi).y > min_y do
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-- the min_y check is here to ensure that we don't put water into the mapgen
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-- border zone below our current map chunk where it might get erased by future mapgen activity.
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-- if there's more air, keep going.
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vi = vi - ystride
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end
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vi = vi + ystride -- Move back up one. vi is now pointing at the last air node above the first non-air node.
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data[vi] = c_water
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data[start] = c_air
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-- count = count + 1
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-- if count % 100 == 0 then
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-- minetest.chat_send_all("dropped water " .. (start-vi)/ystride .. " at " .. minetest.pos_to_string(area:position(vi)))
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-- end
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|
return true
|
|
end
|
|
|
|
minetest.register_on_generated(function(minp, maxp, seed)
|
|
local maxp_y = maxp.y
|
|
local minp_y = minp.y
|
|
local vm, emin, emax
|
|
local dirty = false
|
|
local update_liquids = false
|
|
|
|
if springs and minp_y < water_level and maxp_y > -15 then
|
|
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
|
|
vm:get_data(data)
|
|
|
|
for voxelpos = 1, #data do
|
|
if data[voxelpos] == c_clay then
|
|
data[voxelpos] = c_spring_clay
|
|
dirty = true
|
|
end
|
|
end
|
|
end
|
|
|
|
if mapgen_prefill and minp_y <= water_level then
|
|
if not vm then
|
|
vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
|
|
vm:get_data(data)
|
|
end
|
|
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
|
|
|
|
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
|
|
|
|
dirty = fill_to(below, data, area) or dirty
|
|
dirty = fill_to(left, data, area) or dirty
|
|
dirty = fill_to(right, data, area) or dirty
|
|
dirty = fill_to(front, data, area) or dirty
|
|
dirty = fill_to(back, data, area) or dirty
|
|
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.
|
|
dirty = drop_liquid(vi, data, area, minp_y) or dirty
|
|
end
|
|
end
|
|
|
|
update_liquids = dirty
|
|
end
|
|
|
|
if dirty then
|
|
vm:set_data(data)
|
|
vm:write_to_map()
|
|
if update_liquids then
|
|
vm:update_liquids()
|
|
end
|
|
end
|
|
end)
|
|
end
|
|
|
|
local displace_liquid = minetest.settings:get_bool("dynamic_liquid_displace_liquid", true)
|
|
if displace_liquid then
|
|
|
|
local cardinal_dirs = {
|
|
{x= 0, y=0, z= 1},
|
|
{x= 1, y=0, z= 0},
|
|
{x= 0, y=0, z=-1},
|
|
{x=-1, y=0, z= 0},
|
|
{x= 0, y=-1, z= 0},
|
|
{x= 0, y=1, z= 0},
|
|
}
|
|
-- breadth-first search passing through liquid searching for air or flowing liquid.
|
|
local flood_search_outlet = function(start_pos, source, flowing)
|
|
local start_node = minetest.get_node(start_pos)
|
|
local start_node_name = start_node.name
|
|
if start_node_name == "air" or start_node_name == flowing then
|
|
return start_pos
|
|
end
|
|
|
|
local visited = {}
|
|
visited[minetest.hash_node_position(start_pos)] = true
|
|
local queue = {start_pos}
|
|
local queue_pointer = 1
|
|
|
|
while #queue >= queue_pointer do
|
|
local current_pos = queue[queue_pointer]
|
|
queue_pointer = queue_pointer + 1
|
|
for _, cardinal_dir in ipairs(cardinal_dirs) do
|
|
local new_pos = vector.add(current_pos, cardinal_dir)
|
|
local new_hash = minetest.hash_node_position(new_pos)
|
|
if visited[new_hash] == nil then
|
|
local new_node = minetest.get_node(new_pos)
|
|
local new_node_name = new_node.name
|
|
if new_node_name == "air" or new_node_name == flowing then
|
|
return new_pos
|
|
end
|
|
visited[new_hash] = true
|
|
if new_node_name == source then
|
|
table.insert(queue, new_pos)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
-- Conserve liquids, when placing nodes in liquids try to find a place to displace the liquid to.
|
|
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
|
|
local flowing = dynamic_liquid.registered_liquids[oldnode.name]
|
|
if flowing ~= nil then
|
|
local dest = flood_search_outlet(pos, oldnode.name, flowing)
|
|
if dest ~= nil then
|
|
minetest.swap_node(dest, oldnode)
|
|
end
|
|
end
|
|
end)
|
|
|
|
end |