vl_terraforming: add non-vm version

This commit is contained in:
kno10 2024-10-29 19:41:33 +01:00
parent 1085b0be0a
commit 80478e1252
8 changed files with 655 additions and 90 deletions

@ -5,6 +5,8 @@ local floor = math.floor
local vector_new = vector.new
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
local is_tree_not_leaves = vl_terraforming._is_tree_not_leaves
local get_node = core.get_node
local swap_node = core.swap_node
--- Clear an area for a structure
--
@ -15,7 +17,6 @@ local is_tree_not_leaves = vl_terraforming._is_tree_not_leaves
-- The ellipse condition dx^2/a^2+dz^2/b^2 <= 1 then yields dx^2/(sx^2*0.5) + dz^2/(sz^2*0.5) <= 1
-- We use wx2=sx^-2*2, wz2=sz^-2*2 and then dx^2*wx2+dz^2*wz2 <= 1
--
-- @param vm VoxelManip: Lua voxel manipulator
-- @param px number: lowest x
-- @param py number: lowest y
-- @param pz number: lowest z
@ -26,10 +27,8 @@ local is_tree_not_leaves = vl_terraforming._is_tree_not_leaves
-- @param surface_mat Node: surface node material
-- @param dust_mat Node: surface dust material
-- @param pr PcgRandom: random generator
function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surface_mat, dust_mat, pr)
function vl_terraforming.clearance(px, py, pz, sx, sy, sz, corners, surface_mat, dust_mat, pr)
if sx <= 0 or sy <= 0 or sz <= 0 then return end
local get_node_at = vm.get_node_at
local set_node_at = vm.set_node_at
corners = corners or 0
local wx2, wz2 = max(sx - corners, 1)^-2 * 2, max(sz - corners, 1)^-2 * 2
local cx, cz = px + sx * 0.5 - 0.5, pz + sz * 0.5 - 0.5
@ -48,33 +47,33 @@ function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surfa
vec.z = zi
if xi >= px and xi < px+sx and zi >= pz and zi < pz+sz and dx2+dz2 <= 1 then
vec.y = py
if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end
if get_node(vec).name ~= "mcl_core:bedrock" then swap_node(vec, AIR) end
vec.y = py - 1
local n = get_node_at(vm, vec)
local n = get_node(vec)
if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then
set_node_at(vm, vec, surface_mat)
swap_node(vec, surface_mat)
end
for yi = py+1,min_clear do -- full height for inner area
vec.y = yi
if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end
if get_node(vec).name ~= "mcl_core:bedrock" then swap_node(vec, AIR) end
end
elseif dx21+dz21 <= 1 then
-- widen the cave above by 1, to make easier to enter for mobs
-- todo: make configurable?
vec.y = py + 1
local name = vm:get_node_at(vec).name
local name = get_node(vec).name
if name ~= "mcl_core:bedrock" then
local mat = AIR
if dust_mat then
vec.y = py
if vm:get_node_at(vec).name == surface_mat.name then mat = dust_mat end
if get_node(vec).name == surface_mat.name then mat = dust_mat end
vec.y = py + 1
end
set_node_at(vm, vec, mat)
swap_node(vec, mat)
end
for yi = py+2,min_clear-1 do
vec.y = yi
if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end
if get_node(vec).name ~= "mcl_core:bedrock" then swap_node(vec, AIR) end
if yi > py+4 then
local p = (yi-py) / (max_clear-py)
--minetest.log(tostring(p).."^2 "..tostring(p*p).." rand: "..pr:next(0,1e9)/1e9)
@ -84,19 +83,19 @@ function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surfa
-- remove some tree parts and fix surfaces down
for yi = py,py-1,-1 do
vec.y = yi
local n = get_node_at(vm, vec)
local n = get_node(vec)
if is_tree_not_leaves(n) then
set_node_at(vm, vec, surface_mat)
swap_node(vec, surface_mat)
if dust_mat and yi == py then
vec.y = yi + 1
if vm:get_node_at(vec).name == "air" then set_node_at(vm, vec, dust_mat) end
if get_node(vec).name == "air" then swap_node(vec, dust_mat) end
end
else
if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then
set_node_at(vm, vec, surface_mat)
swap_node(vec, surface_mat)
if dust_mat then
vec.y = yi + 1
if vm:get_node_at(vec).name == "air" then set_node_at(vm, vec, dust_mat) end
if get_node(vec).name == "air" then swap_node(vec, dust_mat) end
end
end
break
@ -119,16 +118,16 @@ function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surfa
if py+4 < sy then
for yi = py+2,py+4 do
vec = vector_new(xi, yi, zi)
if vm:get_node_at(vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, v) end
if get_node(vec).name ~= "mcl_core:bedrock" then swap_node(vec, v) end
end
end
for yi = py+1,py-1,-1 do
local n = get_node_at(vm, vector_new(xi, yi, zi))
local n = get_node(vector_new(xi, yi, zi))
if is_tree_bot_leaves(n) and n.name ~= "mcl_core:bedrock" then
set_node_at(vm, vector_new(xi, yi, zi), AIR)
swap_node(vector_new(xi, yi, zi), AIR)
else
if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then
set_node_at(vm, vector_new(xi, yi, zi), surface_mat)
swap_node(vector_new(xi, yi, zi), surface_mat)
end
break
end
@ -148,7 +147,7 @@ function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surfa
local keep_trees = (xi<px or xi>=px+sx) or (zi<pz or zi>=pz+sz) -- TODO make parameter?
if dx22+dy2+dz22 <= 1 then
vec.x, vec.y, vec.z = xi, yi, zi
local name = get_node_at(vm, vec).name
local name = get_node(vec).name
-- don't break bedrock or air
if name == "air" or name == "ignore" or name == "mcl_core:bedrock" or name == "mcl_villages:no_paths" then goto continue end
local meta = minetest.registered_items[name]
@ -157,13 +156,13 @@ function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surfa
if keep_trees and is_tree then goto continue end
vec.y = yi-1
-- do not clear above solid
local name_below = get_node_at(vm, vec).name
local name_below = get_node(vec).name
if name_below ~= "air" and name_below ~= "ignore" and name_below ~= "mcl_core:bedrock" then goto continue end
-- try to completely remove trees overhead
-- stop randomly depending on fill, to narrow down the caves
if not keep_trees and not is_tree and (pr:next(0,1e9)/1e9)^0.5 > 1-(dx22+dy2+dz22-0.1) then goto continue end
vec.x, vec.y, vec.z = xi, yi, zi
set_node_at(vm, vec, AIR)
swap_node(vec, AIR)
active = true
::continue::
end

@ -0,0 +1,174 @@
local AIR = {name = "air"}
local abs = math.abs
local max = math.max
local floor = math.floor
local vector_new = vector.new
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
local is_tree_not_leaves = vl_terraforming._is_tree_not_leaves
--- Clear an area for a structure
--
-- Rounding: we model an ellipse. At zero rounding, we want the line go through the corner, at sx/2, sz/2.
-- For this, we need to make ellipse sized 2a=sqrt(2)*sx, 2b=sqrt(2)*sz,
-- Which yields a = sx/sqrt(2), b=sz/sqrt(2) and a^2=sx^2*0.5, b^2=sz^2*0.5
-- To get corners, we decrease a and b by approx. corners each
-- The ellipse condition dx^2/a^2+dz^2/b^2 <= 1 then yields dx^2/(sx^2*0.5) + dz^2/(sz^2*0.5) <= 1
-- We use wx2=sx^-2*2, wz2=sz^-2*2 and then dx^2*wx2+dz^2*wz2 <= 1
--
-- @param vm VoxelManip: Lua voxel manipulator
-- @param px number: lowest x
-- @param py number: lowest y
-- @param pz number: lowest z
-- @param sx number: x width
-- @param sy number: y height
-- @param sz number: z depth
-- @param corners number: corner rounding
-- @param surface_mat Node: surface node material
-- @param dust_mat Node: surface dust material
-- @param pr PcgRandom: random generator
function vl_terraforming.clearance_vm(vm, px, py, pz, sx, sy, sz, corners, surface_mat, dust_mat, pr)
if sx <= 0 or sy <= 0 or sz <= 0 then return end
local get_node_at = vm.get_node_at
local set_node_at = vm.set_node_at
corners = corners or 0
local wx2, wz2 = max(sx - corners, 1)^-2 * 2, max(sz - corners, 1)^-2 * 2
local cx, cz = px + sx * 0.5 - 0.5, pz + sz * 0.5 - 0.5
local min_clear, max_clear = py+sy, py+floor(sy*1.5+2) -- todo: make more parameterizable, but adds another parameter
-- excavate the needed volume and some headroom
local vec = vector_new(0, 0, 0) -- single vector, to avoid allocations -- performance!
for xi = px-1,px+sx do
local dx = abs(cx-xi)
local dx2 = max(dx+0.51,0)^2*wx2
local dx21 = max(dx-0.49,0)^2*wx2
vec.x = xi
for zi = pz-1,pz+sz do
local dz = abs(cz-zi)
local dz2 = max(dz+0.51,0)^2*wz2
local dz21 = max(dz-0.49,0)^2*wz2
vec.z = zi
if xi >= px and xi < px+sx and zi >= pz and zi < pz+sz and dx2+dz2 <= 1 then
vec.y = py
if get_node_at(vm, vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end
vec.y = py - 1
local n = get_node_at(vm, vec)
if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then
set_node_at(vm, vec, surface_mat)
end
for yi = py+1,min_clear do -- full height for inner area
vec.y = yi
if get_node_at(vm, vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end
end
elseif dx21+dz21 <= 1 then
-- widen the cave above by 1, to make easier to enter for mobs
-- todo: make configurable?
vec.y = py + 1
local name = get_node_at(vm, vec).name
if name ~= "mcl_core:bedrock" then
local mat = AIR
if dust_mat then
vec.y = py
if get_node_at(vm, vec).name == surface_mat.name then mat = dust_mat end
vec.y = py + 1
end
set_node_at(vm, vec, mat)
end
for yi = py+2,min_clear-1 do
vec.y = yi
if get_node_at(vm, vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, AIR) end
if yi > py+4 then
local p = (yi-py) / (max_clear-py)
--minetest.log(tostring(p).."^2 "..tostring(p*p).." rand: "..pr:next(0,1e9)/1e9)
if (pr:next(0,1e9)/1e9) < p then break end
end
end
-- remove some tree parts and fix surfaces down
for yi = py,py-1,-1 do
vec.y = yi
local n = get_node_at(vm, vec)
if is_tree_not_leaves(n) then
set_node_at(vm, vec, surface_mat)
if dust_mat and yi == py then
vec.y = yi + 1
if get_node_at(vm, vec).name == "air" then set_node_at(vm, vec, dust_mat) end
end
else
if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then
set_node_at(vm, vec, surface_mat)
if dust_mat then
vec.y = yi + 1
if get_node_at(vm, vec).name == "air" then set_node_at(vm, vec, dust_mat) end
end
end
break
end
end
end
end
end
-- some extra gaps for entry
-- todo: make optional instead of hard-coded 25%
-- todo: only really useful if there is space at px-3,py+3 to px-3,py+5
--[[
for xi = px-2,px+sx+1 do
local dx21 = max(abs(cx-xi)-0.49,0)^2*wx2
local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2
for zi = pz-2,pz+sz+1 do
local dz21 = max(abs(cz-zi)-0.49,0)^2*wz2
local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2
if dx21+dz21 > 1 and dx22+dz22 <= 1 and pr:next(1,4) == 1 then
if py+4 < sy then
for yi = py+2,py+4 do
vec = vector_new(xi, yi, zi)
if get_node_at(vm, vec).name ~= "mcl_core:bedrock" then set_node_at(vm, vec, v) end
end
end
for yi = py+1,py-1,-1 do
local n = get_node_at(vm, vector_new(xi, yi, zi))
if is_tree_bot_leaves(n) and n.name ~= "mcl_core:bedrock" then
set_node_at(vm, vector_new(xi, yi, zi), AIR)
else
if n and n.name ~= surface_mat.name and is_solid_not_tree(n) then
set_node_at(vm, vector_new(xi, yi, zi), surface_mat)
end
break
end
end
end
end
end
]]--
-- cave some additional area overhead, try to make it interesting though
for yi = min_clear+1,max_clear do
local dy2 = max(yi-min_clear-1,0)^2*0.05
local active = false
for xi = px-2,px+sx+1 do
local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2
for zi = pz-2,pz+sz+1 do
local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2
local keep_trees = (xi<px or xi>=px+sx) or (zi<pz or zi>=pz+sz) -- TODO make parameter?
if dx22+dy2+dz22 <= 1 then
vec.x, vec.y, vec.z = xi, yi, zi
local name = get_node_at(vm, vec).name
-- don't break bedrock or air
if name == "air" or name == "ignore" or name == "mcl_core:bedrock" or name == "mcl_villages:no_paths" then goto continue end
local meta = minetest.registered_items[name]
local groups = meta and meta.groups
local is_tree = groups.leaves or groups.tree or (groups.compostability or 0 > 50)
if keep_trees and is_tree then goto continue end
vec.y = yi-1
-- do not clear above solid
local name_below = get_node_at(vm, vec).name
if name_below ~= "air" and name_below ~= "ignore" and name_below ~= "mcl_core:bedrock" then goto continue end
-- try to completely remove trees overhead
-- stop randomly depending on fill, to narrow down the caves
if not keep_trees and not is_tree and (pr:next(0,1e9)/1e9)^0.5 > 1-(dx22+dy2+dz22-0.1) then goto continue end
vec.x, vec.y, vec.z = xi, yi, zi
set_node_at(vm, vec, AIR)
active = true
::continue::
end
end
end
if not active then break end
end
end

@ -3,10 +3,11 @@ local max = math.max
local vector_new = vector.new
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
local make_solid_vm = vl_terraforming._make_solid_vm
local make_solid = vl_terraforming._make_solid
local get_node = core.get_node
local swap_node = core.swap_node
--- Grow the foundation downwards
-- @param vm VoxelManip: Lua Voxel Manipulator
-- @param xi number: x coordinate
-- @param yi number: y coordinate
-- @param zi number: z coordinate
@ -14,12 +15,11 @@ local make_solid_vm = vl_terraforming._make_solid_vm
-- @param surface_mat Node: surface material node
-- @param platform_mat Node: platform material node
-- @param stone_mat Node: stone material node
local function grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_mat)
local get_node_at = vm.get_node_at
local function grow_foundation(xi,yi,zi,pr,surface_mat,platform_mat,stone_mat)
local pos, n, c = vector_new(xi,yi,zi), nil, 0
if is_solid_not_tree(get_node_at(vm, pos)) then return false end -- already solid, nothing to do
if is_solid_not_tree(get_node(pos)) then return false end -- already solid, nothing to do
pos.y = pos.y + 1
local cur = get_node_at(vm, pos)
local cur = get_node(pos)
if not is_solid_not_tree(cur) then return false end -- above is empty, do not fill below
if cur and cur.name and cur.name ~= surface_mat.name then platform_mat = cur end
if pr:next(1,4) == 1 then platform_mat = stone_mat end -- randomly switch to stone sometimes
@ -27,15 +27,15 @@ local function grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_
for x = xi-1,xi+1 do
for z = zi-1,zi+1 do
pos.x, pos.z = x, z
if is_solid_not_tree(get_node_at(vm, pos)) then c = c + 1 end
if is_solid_not_tree(get_node(pos)) then c = c + 1 end
end
end
-- stop randomly depending on fill, to narrow down the foundation
-- TODO: allow controlling the random depth with an additional parameter?
if (pr:next(0,1e9)/1e9)^2 > c/9.1 then return false end
pos.x, pos.y, pos.z = xi, yi, zi
if get_node_at(vm, pos).name == "mcl_core:bedrock" then return false end
vm:set_node_at(pos, platform_mat)
if get_node(pos).name == "mcl_core:bedrock" then return false end
swap_node(pos, platform_mat)
return true
end
--- Generate a foundation from px,py,pz with size sx,sy,sz (sy < 0) plus some margin
@ -48,7 +48,6 @@ end
-- The ellipse condition dx^2/a^2+dz^2/b^2 <= 1 then yields dx^2/(sx^2*0.5) + dz^2/(sz^2*0.5) <= 1
-- We use wx2=sx^-2*2, wz2=sz^-2*2 and then dx^2*wx2+dz^2*wz2 <= 1
--
-- @param vm VoxelManip: Lua Voxel Manipulator
-- @param px number: lowest x
-- @param py number: lowest y
-- @param pz number: lowest z
@ -61,10 +60,8 @@ end
-- @param stone_mat Node: stone material node
-- @param dust_mat Node: dust material, optional
-- @param pr PcgRandom: random generator
function vl_terraforming.foundation_vm(vm, px, py, pz, sx, sy, sz, corners, surface_mat, platform_mat, stone_mat, dust_mat, pr)
function vl_terraforming.foundation(px, py, pz, sx, sy, sz, corners, surface_mat, platform_mat, stone_mat, dust_mat, pr)
if sx <= 0 or sy >= 0 or sz <= 0 then return end
local get_node_at = vm.get_node_at
local set_node_at = vm.set_node_at
corners = corners or 0
local wx2, wz2 = max(sx - corners, 1)^-2 * 2, max(sz - corners, 1)^-2 * 2
local cx, cz = px + sx * 0.5 - 0.5, pz + sz * 0.5 - 0.5
@ -80,22 +77,22 @@ function vl_terraforming.foundation_vm(vm, px, py, pz, sx, sy, sz, corners, surf
pos.z = zi
if xi >= px and xi < px+sx and zi >= pz and zi < pz+sz and dx2+dz2 <= 1 then
pos.y = py
if get_node_at(vm, pos).name ~= "mcl_core:bedrock" then
set_node_at(vm, pos, surface_mat)
if get_node(pos).name ~= "mcl_core:bedrock" then
swap_node(pos, surface_mat)
if dust_mat then
pos.y = py + 1
if get_node_at(vm, pos).name == "air" then set_node_at(vm, pos, dust_mat) end
if get_node(pos).name == "air" then swap_node(pos, dust_mat) end
end
pos.y = py - 1
make_solid_vm(vm, pos, platform_mat)
make_solid(pos, platform_mat)
end
elseif dx21+dz21 <= 1 then -- and pr:next(1,4) < 4 then -- TODO: make randomness configurable.
-- slightly widen the baseplate below, to make easier to enter for mobs
pos.y = py - 1
make_solid_vm(vm, pos, surface_mat)
make_solid(pos, surface_mat)
if dust_mat then
pos.y = py
if get_node_at(vm, pos).name == "air" then set_node_at(vm, pos, dust_mat) end
if get_node(pos).name == "air" then swap_node(pos, dust_mat) end
end
end
end
@ -108,7 +105,7 @@ function vl_terraforming.foundation_vm(vm, px, py, pz, sx, sy, sz, corners, surf
local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2
for zi = pz-1,pz+sz do
local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2
if dx22+dy2+dz22 <= 1 and grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_mat) then active = true end
if dx22+dy2+dz22 <= 1 and grow_foundation(xi,yi,zi,pr,surface_mat,platform_mat,stone_mat) then active = true end
end
end
if not active and yi < py + sy then break end

@ -0,0 +1,117 @@
local abs = math.abs
local max = math.max
local vector_new = vector.new
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
local make_solid_vm = vl_terraforming._make_solid_vm
--- Grow the foundation downwards
-- @param vm VoxelManip: Lua Voxel Manipulator
-- @param xi number: x coordinate
-- @param yi number: y coordinate
-- @param zi number: z coordinate
-- @param pr PcgRandom: random generator
-- @param surface_mat Node: surface material node
-- @param platform_mat Node: platform material node
-- @param stone_mat Node: stone material node
local function grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_mat)
local get_node_at = vm.get_node_at
local pos, n, c = vector_new(xi,yi,zi), nil, 0
if is_solid_not_tree(get_node_at(vm, pos)) then return false end -- already solid, nothing to do
pos.y = pos.y + 1
local cur = get_node_at(vm, pos)
if not is_solid_not_tree(cur) then return false end -- above is empty, do not fill below
if cur and cur.name and cur.name ~= surface_mat.name then platform_mat = cur end
if pr:next(1,4) == 1 then platform_mat = stone_mat end -- randomly switch to stone sometimes
-- count solid nodes above otherwise
for x = xi-1,xi+1 do
for z = zi-1,zi+1 do
pos.x, pos.z = x, z
if is_solid_not_tree(get_node_at(vm, pos)) then c = c + 1 end
end
end
-- stop randomly depending on fill, to narrow down the foundation
-- TODO: allow controlling the random depth with an additional parameter?
if (pr:next(0,1e9)/1e9)^2 > c/9.1 then return false end
pos.x, pos.y, pos.z = xi, yi, zi
if get_node_at(vm, pos).name == "mcl_core:bedrock" then return false end
vm:set_node_at(pos, platform_mat)
return true
end
--- Generate a foundation from px,py,pz with size sx,sy,sz (sy < 0) plus some margin
-- TODO: add support for dust_mat (snow)
--
-- Rounding: we model an ellipse. At zero rounding, we want the line go through the corner, at sx/2, sz/2.
-- For this, we need to make ellipse sized 2a=sqrt(2)*sx, 2b=sqrt(2)*sz,
-- Which yields a = sx/sqrt(2), b=sz/sqrt(2) and a^2=sx^2*0.5, b^2=sz^2*0.5
-- To get corners, we decrease a and b by approx. corners each
-- The ellipse condition dx^2/a^2+dz^2/b^2 <= 1 then yields dx^2/(sx^2*0.5) + dz^2/(sz^2*0.5) <= 1
-- We use wx2=sx^-2*2, wz2=sz^-2*2 and then dx^2*wx2+dz^2*wz2 <= 1
--
-- @param vm VoxelManip: Lua Voxel Manipulator
-- @param px number: lowest x
-- @param py number: lowest y
-- @param pz number: lowest z
-- @param sx number: x width
-- @param sy number: y height
-- @param sz number: z depth
-- @param corners number: Corner rounding
-- @param surface_mat Node: surface material node
-- @param platform_mat Node: platform material node
-- @param stone_mat Node: stone material node
-- @param dust_mat Node: dust material, optional
-- @param pr PcgRandom: random generator
function vl_terraforming.foundation_vm(vm, px, py, pz, sx, sy, sz, corners, surface_mat, platform_mat, stone_mat, dust_mat, pr)
if sx <= 0 or sy >= 0 or sz <= 0 then return end
local get_node_at = vm.get_node_at
local set_node_at = vm.set_node_at
corners = corners or 0
local wx2, wz2 = max(sx - corners, 1)^-2 * 2, max(sz - corners, 1)^-2 * 2
local cx, cz = px + sx * 0.5 - 0.5, pz + sz * 0.5 - 0.5
-- generate a baseplate (2 layers, lower is wider
local pos = vector_new(px, py, pz)
for xi = px-1,px+sx do
local dx2 = max(abs(cx-xi)+0.51,0)^2*wx2
local dx21 = max(abs(cx-xi)-0.49,0)^2*wx2
pos.x = xi
for zi = pz-1,pz+sz do
local dz2 = max(abs(cz-zi)+0.51,0)^2*wz2
local dz21 = max(abs(cz-zi)-0.49,0)^2*wz2
pos.z = zi
if xi >= px and xi < px+sx and zi >= pz and zi < pz+sz and dx2+dz2 <= 1 then
pos.y = py
if get_node_at(vm, pos).name ~= "mcl_core:bedrock" then
set_node_at(vm, pos, surface_mat)
if dust_mat then
pos.y = py + 1
if get_node_at(vm, pos).name == "air" then set_node_at(vm, pos, dust_mat) end
end
pos.y = py - 1
make_solid_vm(vm, pos, platform_mat)
end
elseif dx21+dz21 <= 1 then -- and pr:next(1,4) < 4 then -- TODO: make randomness configurable.
-- slightly widen the baseplate below, to make easier to enter for mobs
pos.y = py - 1
make_solid_vm(vm, pos, surface_mat)
if dust_mat then
pos.y = py
if get_node_at(vm, pos).name == "air" then set_node_at(vm, pos, dust_mat) end
end
end
end
end
-- construct additional baseplate below, also try to make it interesting
for yi = py-2,py-20,-1 do
local dy2 = max(0,py-2-yi)^2*0.10
local active = false
for xi = px-1,px+sx do
local dx22 = max(abs(cx-xi)-1.49,0)^2*wx2
for zi = pz-1,pz+sz do
local dz22 = max(abs(cz-zi)-1.49,0)^2*wz2
if dx22+dy2+dz22 <= 1 and grow_foundation_vm(vm,xi,yi,zi,pr,surface_mat,platform_mat,stone_mat) then active = true end
end
end
if not active and yi < py + sy then break end
end
-- TODO: add back additional steps for easier entering, optional, and less regular?
end

@ -4,5 +4,8 @@ vl_terraforming = {}
dofile(modpath.."/util.lua")
dofile(modpath.."/clearance.lua")
dofile(modpath.."/clearance_vm.lua")
dofile(modpath.."/foundation.lua")
dofile(modpath.."/foundation_vm.lua")
dofile(modpath.."/level.lua")
dofile(modpath.."/level_vm.lua")

@ -4,26 +4,25 @@ local ceil = math.ceil
local vector_copy = vector.copy
local is_liquid = vl_terraforming._is_liquid
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
local get_node = core.get_node
--- Find ground below a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_ground_vm(vm, pos)
function vl_terraforming.find_ground(pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_ground with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
..": "..tostring(cur and cur.name))
return nil
end
if is_solid_not_tree(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -38,7 +37,7 @@ function vl_terraforming.find_ground_vm(vm, pos)
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -52,27 +51,25 @@ function vl_terraforming.find_ground_vm(vm, pos)
end
end
end
local find_ground_vm = vl_terraforming.find_ground_vm
local find_ground = vl_terraforming.find_ground
--- Find ground or liquid surface for a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_under_air_vm(vm, pos)
function vl_terraforming.find_under_air(pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_under_air with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
..": "..tostring(cur and cur.name))
return nil
end
if is_solid_not_tree(cur) or is_liquid(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -88,7 +85,7 @@ function vl_terraforming.find_under_air_vm(vm, pos)
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -100,27 +97,25 @@ function vl_terraforming.find_under_air_vm(vm, pos)
end
end
end
local find_under_air_vm = vl_terraforming.find_under_air_vm
local find_under_air = vl_terraforming.find_under_air
--- Find liquid surface for a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_liquid_surface_vm(vm, pos)
function vl_terraforming.find_liquid_surface(pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_liquid_surface with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
..": "..tostring(cur and cur.name))
return nil
end
if is_liquid(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -136,7 +131,7 @@ function vl_terraforming.find_liquid_surface_vm(vm, pos)
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -152,27 +147,25 @@ function vl_terraforming.find_liquid_surface_vm(vm, pos)
end
end
end
local find_liquid_surface_vm = vl_terraforming.find_liquid_surface_vm
local find_liquid_surface = vl_terraforming.find_liquid_surface
--- Find under water surface for a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_under_water_surface_vm(vm, pos)
function vl_terraforming.find_under_water_surface(pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_under_water_surface with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
..": "..tostring(cur and cur.name))
return nil
end
if is_solid_not_tree(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -188,7 +181,7 @@ function vl_terraforming.find_under_water_surface_vm(vm, pos)
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
local cur = get_node(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
@ -205,22 +198,21 @@ function vl_terraforming.find_under_water_surface_vm(vm, pos)
end
end
end
local find_under_water_surface_vm = vl_terraforming.find_under_water_surface_vm
local find_under_water_surface = vl_terraforming.find_under_water_surface
--- find suitable height for a structure of this size
-- @param vm VoxelManip: to read data
-- @param cpos vector: center
-- @param size vector: area size
-- @param tolerance number or string: maximum height difference allowed, default 8.
-- @param mode string: "solid" (default), "liquid_surface", "under_air"
-- @return position over surface, surface material (or nil, nil)
function vl_terraforming.find_level_vm(vm, cpos, size, tolerance, mode)
local find_ground = find_ground_vm
if mode == "liquid_surface" or mode == "liquid" then find_ground = find_liquid_surface_vm end
if mode == "under_water" or mode == "water" then find_ground = find_under_water_surface_vm end
if mode == "under_air" then find_ground = find_under_air_vm end
function vl_terraforming.find_level(cpos, size, tolerance, mode)
local _find_ground = find_ground
if mode == "liquid_surface" or mode == "liquid" then _find_ground = find_liquid_surface end
if mode == "under_water" or mode == "water" then _find_ground = find_under_water_surface end
if mode == "under_air" then _find_ground = find_under_air end
-- begin at center, then top-left and clockwise
local pos, surface_material = find_ground(vm, cpos)
local pos, surface_material = _find_ground(cpos)
if not pos then
-- minetest.log("action", "[vl_terraforming] no ground at starting position "..minetest.pos_to_string(cpos).." mode "..tostring(mode or "default"))
return nil, nil
@ -230,19 +222,19 @@ function vl_terraforming.find_level_vm(vm, cpos, size, tolerance, mode)
if size.x == 1 and size.z == 1 then return pos end
-- move to top left corner
pos.x, pos.z = pos.x - floor((size.x-1)/2), pos.z - floor((size.z-1)/2)
local pos_c = find_ground(vm, pos)
local pos_c = _find_ground(pos)
if pos_c then table.insert(ys, pos_c.y) end
-- move to top right corner
pos.x = pos.x + size.x - 1
local pos_c = find_ground(vm, pos)
local pos_c = _find_ground(pos)
if pos_c then table.insert(ys, pos_c.y) end
-- move to bottom right corner
pos.z = pos.z + size.z - 1
local pos_c = find_ground(vm, pos)
local pos_c = _find_ground(pos)
if pos_c then table.insert(ys, pos_c.y) end
-- move to bottom left corner
pos.x = pos.x - (size.x - 1)
local pos_c = find_ground(vm, pos)
local pos_c = _find_ground(pos)
if pos_c then table.insert(ys, pos_c.y) end
table.sort(ys)

@ -0,0 +1,267 @@
local min = math.min
local floor = math.floor
local ceil = math.ceil
local vector_copy = vector.copy
local is_liquid = vl_terraforming._is_liquid
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
--- Find ground below a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_ground_vm(vm, pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_ground with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
return nil
end
if is_solid_not_tree(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if not is_solid_not_tree(cur) then
pos.y = pos.y - 1
return pos, prev
end
prev = cur
end
else -- find down
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if is_liquid(cur) then
return nil
end
if is_solid_not_tree(cur) then
return pos, cur
end
end
end
end
local find_ground_vm = vl_terraforming.find_ground_vm
--- Find ground or liquid surface for a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_under_air_vm(vm, pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_under_air with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
return nil
end
if is_solid_not_tree(cur) or is_liquid(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if not is_solid_not_tree(cur) and not is_liquid(cur) then
pos.y = pos.y - 1
-- minetest.log("action", "Found surface: "..minetest.pos_to_string(pos).." "..tostring(prev and prev.name).." under "..tostring(cur and cur.name))
return pos, prev
end
prev = cur
end
else -- find down
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if is_solid_not_tree(cur) or is_liquid(cur) then
-- minetest.log("action", "Found surface: "..minetest.pos_to_string(pos).." "..(cur and cur.name).." over "..(prev and prev.name))
return pos, cur
end
end
end
end
local find_under_air_vm = vl_terraforming.find_under_air_vm
--- Find liquid surface for a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_liquid_surface_vm(vm, pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_liquid_surface with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
return nil
end
if is_liquid(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if not is_liquid(cur) then
pos.y = pos.y - 1
-- minetest.log("action", "Found surface: "..minetest.pos_to_string(pos).." "..tostring(prev and prev.name).." under "..tostring(cur and cur.name))
return pos, prev
end
prev = cur
end
else -- find down
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if is_solid_not_tree(cur) then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if is_liquid(cur) then
-- minetest.log("action", "Found surface: "..minetest.pos_to_string(pos).." "..(cur and cur.name).." over "..(prev and prev.name))
return pos, cur
end
end
end
end
local find_liquid_surface_vm = vl_terraforming.find_liquid_surface_vm
--- Find under water surface for a given position
-- @param vm VoxelManip: buffer
-- @param pos vector: Start position
-- @return position and material of surface
function vl_terraforming.find_under_water_surface_vm(vm, pos)
if not pos then return nil, nil end
pos = vector_copy(pos)
local cur = vm:get_node_at(pos)
if cur.name == "ignore" then
local e1, e2 = vm:get_emerged_area()
minetest.log("warning", "find_under_water_surface with invalid position (outside of emerged area?) at "..minetest.pos_to_string(pos)
..": "..tostring(cur and cur.name).." area: "..minetest.pos_to_string(e1).." "..minetest.pos_to_string(e2))
return nil
end
if is_solid_not_tree(cur) then -- find up
local prev = cur
while true do
pos.y = pos.y + 1
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." over "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if is_liquid(cur) then
pos.y = pos.y - 1
-- minetest.log("action", "Found surface: "..minetest.pos_to_string(pos).." "..tostring(prev and prev.name).." under "..tostring(cur and cur.name))
return pos, prev
end
prev = cur
end
else -- find down
while true do
pos.y = pos.y - 1
local prev = cur
local cur = vm:get_node_at(pos)
if not cur or cur.name == "ignore" then
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil
end
if is_solid_not_tree(cur) then
if is_liquid(prev) then
-- minetest.log("action", "Found surface: "..minetest.pos_to_string(pos).." "..(cur and cur.name).." over "..(prev and prev.name))
return pos, cur
else
-- minetest.log("action", "No ground, "..tostring(cur and cur.name).." below "..tostring(prev and prev.name).." at "..minetest.pos_to_string(pos))
return nil, nil
end
end
end
end
end
local find_under_water_surface_vm = vl_terraforming.find_under_water_surface_vm
--- find suitable height for a structure of this size
-- @param vm VoxelManip: to read data
-- @param cpos vector: center
-- @param size vector: area size
-- @param tolerance number or string: maximum height difference allowed, default 8.
-- @param mode string: "solid" (default), "liquid_surface", "under_air"
-- @return position over surface, surface material (or nil, nil)
function vl_terraforming.find_level_vm(vm, cpos, size, tolerance, mode)
local find_ground = find_ground_vm
if mode == "liquid_surface" or mode == "liquid" then find_ground = find_liquid_surface_vm end
if mode == "under_water" or mode == "water" then find_ground = find_under_water_surface_vm end
if mode == "under_air" then find_ground = find_under_air_vm end
-- begin at center, then top-left and clockwise
local pos, surface_material = find_ground(vm, cpos)
if not pos then
-- minetest.log("action", "[vl_terraforming] no ground at starting position "..minetest.pos_to_string(cpos).." mode "..tostring(mode or "default"))
return nil, nil
end
local ys = { pos.y }
pos.y = pos.y + 1 -- position above surface
if size.x == 1 and size.z == 1 then return pos end
-- move to top left corner
pos.x, pos.z = pos.x - floor((size.x-1)/2), pos.z - floor((size.z-1)/2)
local pos_c = find_ground(vm, pos)
if pos_c then table.insert(ys, pos_c.y) end
-- move to top right corner
pos.x = pos.x + size.x - 1
local pos_c = find_ground(vm, pos)
if pos_c then table.insert(ys, pos_c.y) end
-- move to bottom right corner
pos.z = pos.z + size.z - 1
local pos_c = find_ground(vm, pos)
if pos_c then table.insert(ys, pos_c.y) end
-- move to bottom left corner
pos.x = pos.x - (size.x - 1)
local pos_c = find_ground(vm, pos)
if pos_c then table.insert(ys, pos_c.y) end
table.sort(ys)
tolerance = tolerance or 8
if tolerance == "min" then
cpos.y = ys[1] + 1
return cpos, surface_material
end
if tolerance == "max" then
cpos.y = ys[#ys] + 1
return cpos, surface_material
end
-- well supported base, not too uneven?
if #ys < 5 or min(ys[#ys-1]-ys[1], ys[#ys]-ys[2]) > tolerance then
-- minetest.log("action", "[vl_terraforming] ground too uneven: "..#ys.." positions: "..({dump(ys):gsub("[\n\t ]+", " ")})[1]
-- .." tolerance "..tostring(#ys > 2 and min(ys[#ys-1]-ys[1], ys[#ys]-ys[2])).." > "..tolerance)
return nil, nil
end
cpos.y = floor(0.5 * (ys[floor(1 + (#ys - 1) * 0.5)] + ys[ceil(1 + (#ys - 1) * 0.5)]) + 1) -- median except for largest, rounded, over surface
return cpos, surface_material
end

@ -1,3 +1,6 @@
local get_node = core.get_node
local swap_node = core.swap_node
--- fairly strict: air, ignore, or no_paths marker
-- @param node string or Node: node or node name
-- @return true for air and ignore nodes
@ -20,7 +23,7 @@ function vl_terraforming._is_solid_not_tree(node)
-- is walkable if name == "mcl_core:snowblock" then return true end
local meta = minetest.registered_items[name]
local groups = meta and meta.groups
return meta and meta.walkable and not (groups and (groups.deco_block or groups.tree or groups.leaves or groups.plant))
return meta and meta.walkable and not (groups and ((groups.deco_block or 0) > 0 or (groups.tree or 0) > 0 or (groups.leaves or 0) > 0 or (groups.plant or 0) > 0))
end
local is_solid_not_tree = vl_terraforming._is_solid_not_tree
@ -34,7 +37,7 @@ function vl_terraforming._is_tree_not_leaves(node)
-- if name == "mcl_crimson:warped_wart_block" then return true end -- warped forest, treat as tree
-- if name == "mcl_crimson:shroomlight" then return true end -- crimson forest, treat as tree
local meta = minetest.registered_items[name]
return meta and meta.groups and meta.groups.tree
return meta and meta.groups and (meta.groups.tree or 0) > 0
end
--- check if a node is liquid
@ -45,7 +48,20 @@ function vl_terraforming._is_liquid(node)
if name == "air" or name == "ignore" or name == "mcl_villages:no_paths" then return false end
local meta = minetest.registered_items[name]
local groups = meta and meta.groups
return groups and groups.liquid
return groups and (groups.liquid or 0) > 0
end
--- replace a non-solid node, optionally also "additional"
-- @param pos position
-- @param with replacement Lua node (not just name)
-- @param always additional node to awlays replace even when solid
function vl_terraforming._make_solid(pos, with, always)
local cur = get_node(pos)
if cur.name == "ignore" or cur.name == "mcl_core:bedrock" then return end
if cur.name == always or not is_solid_not_tree(cur) then
swap_node(pos, with)
return true
end
end
--- replace a non-solid node, optionally also "additional"