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https://git.minetest.land/VoxeLibre/VoxeLibre.git
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246 lines
8.4 KiB
Lua
246 lines
8.4 KiB
Lua
-- Liquids: Water and lava
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local S = minetest.get_translator(minetest.get_current_modname())
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local vector = vector
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local math = math
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--local WATER_ALPHA = 179
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local WATER_VISC = 1
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local LAVA_VISC = 7
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local LIGHT_LAVA = minetest.LIGHT_MAX
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local USE_TEXTURE_ALPHA = true
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if minetest.features.use_texture_alpha_string_modes then
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USE_TEXTURE_ALPHA = "blend"
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end
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minetest.register_node("mcl_core:water_flowing", {
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description = S("Flowing Water"),
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_doc_items_create_entry = false,
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wield_image = "default_water_flowing_animated.png^[verticalframe:64:0",
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drawtype = "flowingliquid",
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tiles = {"default_water_flowing_animated.png^[verticalframe:64:0"},
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special_tiles = {
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{
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image="default_water_flowing_animated.png",
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backface_culling=false,
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=4.0}
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},
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{
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image="default_water_flowing_animated.png",
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backface_culling=false,
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=4.0}
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},
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},
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sounds = mcl_sounds.node_sound_water_defaults(),
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is_ground_content = false,
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use_texture_alpha = USE_TEXTURE_ALPHA,
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paramtype = "light",
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paramtype2 = "flowingliquid",
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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drowning = 4,
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liquidtype = "flowing",
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liquid_alternative_flowing = "mcl_core:water_flowing",
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liquid_alternative_source = "mcl_core:water_source",
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liquid_viscosity = WATER_VISC,
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liquid_range = 7,
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post_effect_color = {a=209, r=0x03, g=0x3C, b=0x5C},
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groups = { water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1, freezes=1, melt_around=1, dig_by_piston=1},
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_mcl_blast_resistance = 100,
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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_mcl_hardness = -1,
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})
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minetest.register_node("mcl_core:water_source", {
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description = S("Water Source"),
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_doc_items_entry_name = S("Water"),
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_doc_items_longdesc =
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S("Water is abundant in oceans and also appears in a few springs in the ground. You can swim easily in water, but you need to catch your breath from time to time.").."\n\n"..
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S("Water interacts with lava in various ways:").."\n"..
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S("• When water is directly above or horizontally next to a lava source, the lava turns into obsidian.").."\n"..
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S("• When flowing water touches flowing lava either from above or horizontally, the lava turns into cobblestone.").."\n"..
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S("• When water is directly below lava, the water turns into stone."),
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_doc_items_hidden = false,
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drawtype = "liquid",
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tiles = {
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{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=5.0}}
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},
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special_tiles = {
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-- New-style water source material (mostly unused)
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{
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name="default_water_source_animated.png",
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=5.0},
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backface_culling = false,
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}
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},
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sounds = mcl_sounds.node_sound_water_defaults(),
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is_ground_content = false,
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use_texture_alpha = USE_TEXTURE_ALPHA,
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paramtype = "light",
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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drowning = 4,
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liquidtype = "source",
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liquid_alternative_flowing = "mcl_core:water_flowing",
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liquid_alternative_source = "mcl_core:water_source",
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liquid_viscosity = WATER_VISC,
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liquid_range = 7,
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post_effect_color = {a=209, r=0x03, g=0x3C, b=0x5C},
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stack_max = 64,
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groups = { water=3, liquid=3, puts_out_fire=1, freezes=1, not_in_creative_inventory=1, dig_by_piston=1},
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_mcl_blast_resistance = 100,
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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_mcl_hardness = -1,
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})
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minetest.register_node("mcl_core:lava_flowing", {
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description = S("Flowing Lava"),
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_doc_items_create_entry = false,
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wield_image = "default_lava_flowing_animated.png^[verticalframe:64:0",
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drawtype = "flowingliquid",
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tiles = {"default_lava_flowing_animated.png^[verticalframe:64:0"},
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special_tiles = {
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{
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image="default_lava_flowing_animated.png",
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backface_culling=false,
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=6.6}
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},
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{
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image="default_lava_flowing_animated.png",
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backface_culling=false,
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=6.6}
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},
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},
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paramtype = "light",
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paramtype2 = "flowingliquid",
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light_source = LIGHT_LAVA,
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is_ground_content = false,
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sounds = mcl_sounds.node_sound_lava_defaults(),
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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--[[ Drowning in Minecraft deals 2 damage per second.
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In Minetest, drowning damage is dealt every 2 seconds so this
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translates to 4 drowning damage ]]
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drowning = 4,
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liquidtype = "flowing",
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liquid_alternative_flowing = "mcl_core:lava_flowing",
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liquid_alternative_source = "mcl_core:lava_source",
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liquid_viscosity = LAVA_VISC,
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liquid_renewable = false,
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liquid_range = 3,
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damage_per_second = 4*2,
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post_effect_color = {a=245, r=208, g=73, b=10},
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groups = { lava=3, liquid=2, destroys_items=1, not_in_creative_inventory=1, dig_by_piston=1, set_on_fire=15},
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_mcl_blast_resistance = 100,
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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_mcl_hardness = -1,
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})
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local fire_text
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local fire_enabled = minetest.settings:get_bool("enable_fire", true)
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if fire_enabled then
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fire_text = S("A lava source sets fire to a couple of air blocks above when they're next to a flammable block.")
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else
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fire_text = ""
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end
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minetest.register_node("mcl_core:lava_source", {
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description = S("Lava Source"),
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_doc_items_entry_name = "Lava",
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_doc_items_longdesc =
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S("Lava is hot and rather dangerous. Don't touch it, it will hurt you a lot and it is hard to get out.").."\n"..
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fire_text.."\n\n"..
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S("Lava interacts with water various ways:").."\n"..
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S("• When a lava source is directly below or horizontally next to water, the lava turns into obsidian.").."\n"..
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S("• When flowing water touches flowing lava either from above or horizontally, the lava turns into cobblestone.").."\n"..
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S("• When lava is directly above water, the water turns into stone."),
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drawtype = "liquid",
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tiles = {
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{name="default_lava_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
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},
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special_tiles = {
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-- New-style lava source material (mostly unused)
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{
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name="default_lava_source_animated.png",
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0},
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backface_culling = false,
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}
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},
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paramtype = "light",
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light_source = LIGHT_LAVA,
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is_ground_content = false,
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sounds = mcl_sounds.node_sound_lava_defaults(),
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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drowning = 4,
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liquidtype = "source",
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liquid_alternative_flowing = "mcl_core:lava_flowing",
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liquid_alternative_source = "mcl_core:lava_source",
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liquid_viscosity = LAVA_VISC,
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liquid_renewable = false,
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liquid_range = 3,
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damage_per_second = 4*2,
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post_effect_color = {a=245, r=208, g=73, b=10},
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stack_max = 64,
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groups = { lava=3, lava_source=1, liquid=2, destroys_items=1, not_in_creative_inventory=1, dig_by_piston=1, set_on_fire=15, fire_damage=1},
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_mcl_blast_resistance = 100,
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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_mcl_hardness = -1,
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})
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local function emit_lava_particle(pos)
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local node = minetest.get_node(pos)
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if minetest.get_item_group(node.name, "lava_source") == 0 then
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return
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end
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local ppos = vector.add(pos, { x = math.random(-7, 7)/16, y = 0.45, z = math.random(-7, 7)/16})
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--local spos = vector.add(ppos, { x = 0, y = -0.2, z = 0 })
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local vel = { x = math.random(-3, 3)/10, y = math.random(4, 7), z = math.random(-3, 3)/10 }
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local acc = { x = 0, y = -9.81, z = 0 }
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-- Lava droplet
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minetest.add_particle({
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pos = ppos,
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velocity = vel,
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acceleration = acc,
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expirationtime = 2.5,
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collisiondetection = true,
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collision_removal = true,
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size = math.random(20, 30)/10,
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texture = "mcl_particles_lava.png",
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glow = LIGHT_LAVA,
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})
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end
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if minetest.settings:get("mcl_node_particles") == "full" then
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minetest.register_abm({
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label = "Lava particles",
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nodenames = {"group:lava_source"},
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interval = 8.0,
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chance = 20,
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action = function(pos, node)
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local apos = {x=pos.x, y=pos.y+1, z=pos.z}
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local anode = minetest.get_node(apos)
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-- Only emit partiles when directly below lava
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if anode.name ~= "air" then
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return
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end
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minetest.after(math.random(0, 800)*0.01, emit_lava_particle, pos)
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end,
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})
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end
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