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154 lines
4.1 KiB
Lua
154 lines
4.1 KiB
Lua
local math = math
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local registered_nodes = minetest.registered_nodes
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flowlib = {}
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--sum of direction vectors must match an array index
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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 = {
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[0] = 1,
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[1] = 1,
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[2] = 0.70710678118655,
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[4] = 0.5,
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[5] = 0.44721359549996,
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[8] = 0.35355339059327,
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}
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local function to_unit_vector(dir_vector)
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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, z = dir_vector.z * inv_roots[sum]}
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end
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local function is_touching(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 function is_water(pos)
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return get_item_group(get_node(pos).name, "water") ~= 0
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end
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flowlib.is_water = is_water
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local function node_is_water(node)
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return 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 function is_lava(pos)
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return get_item_group(get_node(pos).name, "lava") ~= 0
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end
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flowlib.is_lava = is_lava
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local function node_is_lava(node)
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return 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 function is_liquid(pos)
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return get_item_group(get_node(pos).name, "liquid") ~= 0
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end
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flowlib.is_liquid = is_liquid
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local function node_is_liquid(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 registered_nodes[name] then
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return 0
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end
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if registered_nodes[name].liquidtype == "source" then
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local node_testing = get_node(pos_testing)
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if not registered_nodes[node_testing.name] then
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return 0
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end
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if registered_nodes[node_testing.name].liquidtype ~= "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 registered_nodes[name].liquidtype == "flowing" then
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local node_testing = get_node(pos_testing)
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local param2_testing = node_testing.param2
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if not registered_nodes[node_testing.name] then
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return 0
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end
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if registered_nodes[node_testing.name].liquidtype == "source" then
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return -direction
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elseif registered_nodes[node_testing.name].liquidtype == "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 function quick_flow(pos, node)
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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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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)
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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)
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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 function move_centre(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 = 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 = 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 = 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 = 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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