Add an option to keep floatlands from draining

master
FaceDeer 2018-11-19 00:00:06 -07:00
parent 6dea6d343d
commit 1bcdefb766
2 changed files with 90 additions and 31 deletions

116
init.lua
View File

@ -47,43 +47,97 @@ local set_node = minetest.set_node
-- Dynamic liquids
-----------------------------------------------------------------------------------------------------------------------
dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
minetest.register_abm({
label = "dynamic_liquid " .. liquid .. " and " .. flowing_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
local disable_flow_above = tonumber(minetest.setting_get("dynamic_liquid_disable_flow_above"))
if disable_flow_above == nil or disable_flow_above >= 31000 then
-- version without altitude check
dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
minetest.register_abm({
label = "dynamic_liquid " .. liquid .. " and " .. flowing_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
end
})
dynamic_liquid.registered_liquids[liquid] = flowing_liquid
table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
})
dynamic_liquid.registered_liquids[liquid] = flowing_liquid
table.insert(dynamic_liquid.registered_liquid_neighbors, liquid)
end
else
-- version with altitude check
dynamic_liquid.liquid_abm = function(liquid, flowing_liquid, chance)
minetest.register_abm({
label = "dynamic_liquid " .. liquid .. " and " .. flowing_liquid .. " with altitude check",
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
-- This altitude check is the only difference from the version above.
-- If the altitude check is disabled we don't ever need to make the comparison,
-- hence the two different versions.
if pos.y > disable_flow_above then
return
end
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
end
if not minetest.get_modpath("default") then

View File

@ -10,6 +10,11 @@ dynamic_liquid_river_water (Dynamic river water) bool false
#Causes lava blocks to move dynamically
dynamic_liquid_lava (Dynamic lava) bool true
#Floatlands are "leaky", so if you wish to prevent their lakes from draining
#set this value to somewhere below the elevation the floatlands are generated
#at.
dynamic_liquid_disable_flow_above (Disable flow above this altitude) int 31000
#Causes natural clay deposits to act as water sources, seeping new water blocks
#into the space above them.
#Also adds a "spring" block to the creative inventory to serve as an infinite water