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