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Proper implemetation of liquid flow node actions
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1 changed files with 42 additions and 59 deletions
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@ -94,80 +94,63 @@ local function drop_attached_node(p)
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end
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end
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end
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end
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-- Remove attached nodes next to and below water (excluding diagonals)
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-- Helper function for node actions for liquid flow
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-- TODO: This is just an approximation! Attached nodes should be removed if water wants to flow INTO that space.
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local liquid_flow_action = function(pos, group, action)
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local check_detach = function(pos, xp, yp, zp)
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local p = {x=pos.x+xp, y=pos.y+yp, z=pos.z+zp}
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local n = minetest.get_node_or_nil(p)
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if not n then
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return false
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end
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local d = minetest.registered_nodes[n.name]
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--[[ Check if we want to perform the liquid action.
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* 1: Item must be in liquid group
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* 2a: If target node is below liquid, always succeed
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* 2b: If target node is horizontal to liquid, check param2 for horizontal flow direction ]]
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if (minetest.get_item_group(n.name, group) ~= 0) and ((yp > 0) or (yp == 0 and n.param2 > (8-minetest.registered_nodes[n.name].liquid_range) and n.param2 < 9)) then
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action(pos)
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end
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end
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local posses = {
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{ x=-1, y=0, z=0 },
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{ x=1, y=0, z=0 },
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{ x=0, y=0, z=-1 },
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{ x=0, y=0, z=1 },
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{ x=0, y=1, z=0 },
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}
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for p=1,#posses do
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check_detach(pos, posses[p].x, posses[p].y, posses[p].z)
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end
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end
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-- Drop some nodes next to flowing water, if it would flow into the node
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minetest.register_abm({
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minetest.register_abm({
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label = "Detach dig_by_water nodes near water",
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label = "Wash away dig_by_water nodes by water flow",
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nodenames = {"group:dig_by_water"},
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nodenames = {"group:dig_by_water"},
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neighbors = {"group:water"},
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neighbors = {"group:water"},
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interval = 1,
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interval = 1,
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chance = 1,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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action = function(pos, node, active_object_count, active_object_count_wider)
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local check_detach = function(pos, xp, yp, zp)
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liquid_flow_action(pos, "water", function(pos)
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local p = {x=pos.x+xp, y=pos.y+yp, z=pos.z+zp}
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drop_attached_node(pos)
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local n = minetest.get_node(p)
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minetest.dig_node(pos)
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local d = minetest.registered_nodes[n.name]
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end)
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if (d.groups.water) then
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drop_attached_node(pos)
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minetest.dig_node(pos)
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return true
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else
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return false
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end
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end
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local dug = false
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for xp=-1,1 do
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if check_detach(pos, xp, 0, 0) then dug = true; break end
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end
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if not dug then
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for zp=-1,1 do
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if check_detach(pos, 0, 0, zp) then dug = true; break end
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end
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if not dug then
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for yp=0,1 do
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if check_detach(pos, 0, yp, 0) then break end
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end
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end
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end
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end,
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end,
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})
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})
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-- Destroy some nodes next to and below lava (excluding diagonals)
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-- Destroy some nodes next to flowing lava, if it would flow into the node
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-- TODO: This is just an approximation! Attached nodes should be removed if lava wants to flow INTO that space.
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minetest.register_abm({
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minetest.register_abm({
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label = "Destroy destroy_by_lava_flow nodes next to lava",
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label = "Destroy destroy_by_lava_flow nodes by lava flow",
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nodenames = {"group:destroy_by_lava_flow"},
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nodenames = {"group:destroy_by_lava_flow"},
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neighbors = {"group:lava"},
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neighbors = {"group:lava"},
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interval = 1,
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interval = 1,
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chance = 1,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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action = function(pos, node, active_object_count, active_object_count_wider)
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local check_destroy = function(pos, xp, yp, zp)
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liquid_flow_action(pos, "lava", function(pos)
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local p = {x=pos.x+xp, y=pos.y+yp, z=pos.z+zp}
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minetest.remove_node(pos)
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local n = minetest.get_node(p)
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minetest.sound_play("builtin_item_lava", {pos = pos, gain = 0.25, max_hear_distance = 16})
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local d = minetest.registered_nodes[n.name]
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core.check_for_falling(pos)
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if (d.groups.lava) then
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end)
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minetest.remove_node(pos)
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minetest.sound_play("builtin_item_lava", {pos = pos, gain = 0.25, max_hear_distance = 16})
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core.check_for_falling(pos)
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return true
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else
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return false
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end
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end
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local dug = false
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for xp=-1,1 do
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if check_destroy(pos, xp, 0, 0) then dug = true; break end
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end
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if not dug then
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for zp=-1,1 do
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if check_destroy(pos, 0, 0, zp) then dug = true; break end
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end
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if not dug then
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for yp=0,1 do
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if check_destroy(pos, 0, yp, 0) then break end
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end
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end
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end
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end,
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end,
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})
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})
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