add simple liquid displacement
parent
c5907a1490
commit
5bc4e452b1
32
init.lua
32
init.lua
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@ -42,7 +42,7 @@ local all_direction_permutations = {
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}
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}
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local get_node = minetest.get_node
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local get_node = minetest.get_node
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local set_node = minetest.set_node
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local set_node = minetest.swap_node
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-- Dynamic liquids
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-- Dynamic liquids
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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@ -462,3 +462,33 @@ if mapgen_prefill then
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vm:update_liquids()
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vm:update_liquids()
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end)
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end)
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end
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end
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local displace_liquid = minetest.setting_getbool("dynamic_liquid_displace_liquid")
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displace_liquid = displace_liquid or displace_liquid == nil -- default true
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if displace_liquid then
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-- Conserve liquids, when placing nodes in liquids try to find a place to displace the liquid to.
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-- This isn't perfect, but is fast and covers most situations well enough.
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minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
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local flowing = dynamic_liquid.registered_liquids[oldnode.name]
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if flowing ~= nil then
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-- first search a column directly above the liquid node to find a place to displace the liquid to
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local air_column = minetest.find_nodes_in_area(pos, {x=pos.x, y=pos.y+64, z=pos.z}, {"air", flowing})
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local lowest_air = air_column[1] -- order of returned nodes is lowest first
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if lowest_air then
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local liquid_column = minetest.find_nodes_in_area(pos, lowest_air, {oldnode.name}) -- check if there's an unbroken column of liquid
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if table.getn(liquid_column) == lowest_air.y - pos.y - 1 then
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minetest.swap_node(lowest_air, oldnode)
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return false
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end
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end
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-- failing that, look for an adjacent node
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local nearest_air = minetest.find_node_near(pos, 1, {"air", flowing})
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if nearest_air then
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minetest.swap_node(nearest_air, oldnode)
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return false
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end
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end
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end)
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end
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@ -49,6 +49,11 @@ dynamic_liquid_new_lava_cooling (Revised lava cooling) bool true
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#behave the same - this occurs only when it's first created.
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#behave the same - this occurs only when it's first created.
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dynamic_liquid_falling_obsidian (Falling obsidian) bool false
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dynamic_liquid_falling_obsidian (Falling obsidian) bool false
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#When true, placing a block where a registered liquid source currently is
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#will make a simple attempt to displace the liquid source somewhere else
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#rather than destroying it.
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dynamic_liquid_displace_liquid (Displace liquid) bool true
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[Flow Rates]
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[Flow Rates]
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#Sets the probability of water flow per block per second.
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#Sets the probability of water flow per block per second.
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