Clean up, only relevant changes to default (no whitespaces)
parent
f574d5b485
commit
54106262d4
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@ -67,7 +67,7 @@ end
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local cool_lava_flowing = function(pos, node)
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local cooler_adjacent = minetest.find_node_near(pos, 1, dynamic_cools_lava_flowing)
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if cooler_adjacent ~= nil then
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-- pulling nearby sources into position is necessary to break certain classes of
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-- flow "deadlock". Weird, but what're you gonna do.
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@ -81,7 +81,7 @@ local cool_lava_flowing = function(pos, node)
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steam(pos)
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end
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end
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local evaporate_list = minetest.find_nodes_in_area(
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vector.add(pos,{x=-1, y=-1, z=-1}),
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vector.add(pos,{x=1, y=1, z=1}),
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@ -90,7 +90,7 @@ local cool_lava_flowing = function(pos, node)
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for _, loc in pairs(evaporate_list) do
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minetest.set_node(loc, {name="air"})
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steam(loc)
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end
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end
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minetest.sound_play("default_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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@ -147,7 +147,7 @@ local function shuffle_array(a)
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local rand = math.random
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local iterations = #a
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local j
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for i = iterations, 2, -1 do
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j = rand(i)
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a[i], a[j] = a[j], a[i]
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@ -164,9 +164,9 @@ local cool_lava_source = function(pos, node)
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vector.add(pos,{x=1, y=1, z=1}),
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dynamic_lava_source_destroys
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)
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shuffle_array(cooler_list)
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local obsidian_location = nil
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for _, loc in pairs(cooler_list) do
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if is_pos_in_list(loc, evaporate_list) then
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@ -179,17 +179,17 @@ local cool_lava_source = function(pos, node)
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end
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elseif loc.y == pos.y and obsidian_location == nil then
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obsidian_location = loc -- On the same level as us, acceptable if nothing else comes along.
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end
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end
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end
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end
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if obsidian_location == nil and #cooler_list > 0 then
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obsidian_location = pos -- there's an adjacent cooler node, but it's above us. Turn into obsidian in place.
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end
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for _, loc in pairs(evaporate_list) do
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minetest.set_node(loc, {name="air"})
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steam(loc)
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end
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end
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if obsidian_location ~= nil then
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minetest.set_node(pos, {name = "air"})
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@ -205,7 +205,7 @@ local cool_lava_source = function(pos, node)
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minetest.set_node(loc, {name = "default:lava_source"})
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end
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end
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minetest.sound_play("default_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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end
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