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155 lines
4.2 KiB
Lua
155 lines
4.2 KiB
Lua
flowlib = {}
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--sum of direction vectors must match an array index
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local function to_unit_vector(dir_vector)
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--(sum,root)
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-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
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local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
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, [5] = 0.44721359549996, [8] = 0.35355339059327}
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local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
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return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
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,z=dir_vector.z*inv_roots[sum]}
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end
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local is_touching = function(realpos,nodepos,radius)
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local boarder = 0.5 - radius
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return (math.abs(realpos - nodepos) > (boarder))
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end
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flowlib.is_touching = is_touching
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local is_water = function(pos)
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return (minetest.get_item_group(minetest.get_node(
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{x=pos.x,y=pos.y,z=pos.z}).name
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, "water") ~= 0)
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end
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flowlib.is_water = is_water
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local node_is_water = function(node)
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return (minetest.get_item_group(node.name, "water") ~= 0)
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end
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flowlib.node_is_water = node_is_water
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local is_lava = function(pos)
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return (minetest.get_item_group(minetest.get_node(
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{x=pos.x,y=pos.y,z=pos.z}).name
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, "lava") ~= 0)
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end
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flowlib.is_lava = is_lava
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local node_is_lava = function(node)
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return (minetest.get_item_group(node.name, "lava") ~= 0)
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end
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flowlib.node_is_lava = node_is_lava
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local is_liquid = function(pos)
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return (minetest.get_item_group(minetest.get_node(
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{x=pos.x,y=pos.y,z=pos.z}).name
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, "liquid") ~= 0)
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end
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flowlib.is_liquid = is_liquid
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local node_is_liquid = function(node)
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return (minetest.get_item_group(node.name, "liquid") ~= 0)
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end
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flowlib.node_is_liquid = node_is_liquid
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--This code is more efficient
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local function quick_flow_logic(node,pos_testing,direction)
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local name = node.name
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if not minetest.registered_nodes[name] then
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return 0
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end
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if minetest.registered_nodes[name].liquidtype == "source" then
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local node_testing = minetest.get_node(pos_testing)
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local param2_testing = node_testing.param2
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if not minetest.registered_nodes[node_testing.name] then
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return 0
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end
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if minetest.registered_nodes[node_testing.name].liquidtype
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~= "flowing" then
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return 0
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else
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return direction
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end
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elseif minetest.registered_nodes[name].liquidtype == "flowing" then
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local node_testing = minetest.get_node(pos_testing)
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local param2_testing = node_testing.param2
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if not minetest.registered_nodes[node_testing.name] then
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return 0
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end
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if minetest.registered_nodes[node_testing.name].liquidtype
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== "source" then
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return -direction
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elseif minetest.registered_nodes[node_testing.name].liquidtype
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== "flowing" then
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if param2_testing < node.param2 then
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if (node.param2 - param2_testing) > 6 then
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return -direction
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else
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return direction
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end
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elseif param2_testing > node.param2 then
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if (param2_testing - node.param2) > 6 then
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return direction
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else
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return -direction
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end
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end
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end
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end
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return 0
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end
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local quick_flow = function(pos,node)
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local x = 0
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local z = 0
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if not node_is_liquid(node) then
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return {x=0,y=0,z=0}
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end
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x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
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x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
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z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
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z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
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return to_unit_vector({x=x,y=0,z=z})
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end
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flowlib.quick_flow = quick_flow
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--if not in water but touching, move centre to touching block
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--x has higher precedence than z
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--if pos changes with x, it affects z
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local move_centre = function(pos,realpos,node,radius)
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if is_touching(realpos.x,pos.x,radius) then
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if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then
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node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
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pos = {x=pos.x-1,y=pos.y,z=pos.z}
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elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
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node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
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pos = {x=pos.x+1,y=pos.y,z=pos.z}
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end
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end
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if is_touching(realpos.z,pos.z,radius) then
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if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then
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node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
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pos = {x=pos.x,y=pos.y,z=pos.z-1}
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elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then
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node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
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pos = {x=pos.x,y=pos.y,z=pos.z+1}
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end
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end
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return pos,node
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end
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flowlib.move_centre = move_centre
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