2020-10-10 17:08:30 +02:00
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max_wear = math.pow(2, 16) - 1
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2020-09-27 16:55:41 +02:00
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function override(function_name, function_builder)
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local func = minetest[function_name]
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minetest["original_" .. function_name] = func
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minetest[function_name] = function_builder(func)
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end
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-- TODO fix modlib.minetest.get_gametime() messing up responsible "mod" determined by engine on crash
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get_gametime = minetest.get_gametime
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local get_gametime_initialized
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local function get_gametime_init(dtime)
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if get_gametime_initialized then
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-- if the profiler is being used, the globalstep can't be unregistered
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return
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end
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get_gametime_initialized = true
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assert(dtime == 0)
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local gametime = minetest.get_gametime()
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assert(gametime)
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function modlib.minetest.get_gametime()
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local imprecise_gametime = minetest.get_gametime()
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if imprecise_gametime > gametime then
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minetest.log("warning", "modlib.minetest.get_gametime(): Called after increment and before first globalstep")
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return imprecise_gametime
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end
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return gametime
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end
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for index, globalstep in pairs(minetest.registered_globalsteps) do
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if globalstep == get_gametime_init then
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table.remove(minetest.registered_globalsteps, index)
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break
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end
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end
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-- globalsteps of mods which depend on modlib will execute after this
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minetest.register_globalstep(function(dtime)
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gametime = gametime + dtime
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end)
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end
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minetest.register_globalstep(get_gametime_init)
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2020-02-09 01:39:54 +01:00
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delta_times={}
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delays={}
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callbacks={}
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function register_globalstep(interval, callback)
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if type(callback) ~= "function" then
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return
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end
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table.insert(delta_times, 0)
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table.insert(delays, interval)
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table.insert(callbacks, callback)
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end
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function texture_modifier_inventorycube(face_1, face_2, face_3)
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return "[inventorycube{" .. string.gsub(face_1, "%^", "&")
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.. "{" .. string.gsub(face_2, "%^", "&")
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.. "{" .. string.gsub(face_3, "%^", "&")
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end
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function get_node_inventory_image(nodename)
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local n = minetest.registered_nodes[nodename]
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if not n then
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return
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end
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local tiles = {}
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for l, tile in pairs(n.tiles or {}) do
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tiles[l] = (type(tile) == "string" and tile) or tile.name
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end
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local chosen_tiles = { tiles[1], tiles[3], tiles[5] }
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if #chosen_tiles == 0 then
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return false
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end
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if not chosen_tiles[2] then
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chosen_tiles[2] = chosen_tiles[1]
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end
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if not chosen_tiles[3] then
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chosen_tiles[3] = chosen_tiles[2]
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end
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local img = minetest.registered_items[nodename].inventory_image
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if string.len(img) == 0 then
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img = nil
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end
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return img or texture_modifier_inventorycube(chosen_tiles[1], chosen_tiles[2], chosen_tiles[3])
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end
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function get_color_int(color)
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return color.b + (color.g*256) + (color.r*256*256)
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end
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function check_player_privs(playername, privtable)
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local privs=minetest.get_player_privs(playername)
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local missing_privs={}
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local to_lose_privs={}
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for priv, expected_value in pairs(privtable) do
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local actual_value=privs[priv]
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if expected_value then
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if not actual_value then
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table.insert(missing_privs, priv)
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end
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else
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if actual_value then
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table.insert(to_lose_privs, priv)
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end
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end
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end
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return missing_privs, to_lose_privs
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end
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2020-03-13 18:13:45 +01:00
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function box_box_collision(a, b)
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for i=1, 3 do
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if a[i] < (b[i] + b[i+3]) or b[i] < (a[i] + a[i+3]) then
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return false
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end
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end
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return true
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end
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2020-02-09 01:39:54 +01:00
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minetest.register_globalstep(function(dtime)
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for k, v in pairs(delta_times) do
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local v=dtime+v
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if v > delays[k] then
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callbacks[k](v)
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v=0
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end
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delta_times[k]=v
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end
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2020-02-09 14:58:26 +01:00
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end)
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form_listeners = {}
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function register_form_listener(formname, func)
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local current_listeners = form_listeners[formname] or {}
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table.insert(current_listeners, func)
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form_listeners[formname] = current_listeners
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local handlers = form_listeners[formname]
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if handlers then
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for _, handler in pairs(handlers) do
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handler(player, fields)
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end
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end
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2020-12-03 16:14:35 +01:00
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end)
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liquid_level_max = 8
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--+ Calculates the flow direction of a flowingliquid node
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--# as returned by `minetest.get_node`
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--> 4 corner levels from 0 to 1 as list
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function get_liquid_corner_levels(pos, node)
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local def = minetest.registered_nodes[node.name]
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if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
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local source, flowing = def.liquid_alternative_source, node.name
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local range = def.liquid_range or liquid_level_max
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local neighbors = {}
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for x = -1, 1 do
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neighbors[x] = {}
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for z = -1, 1 do
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local neighbor_pos = {x = pos.x + x, y = pos.y, z = pos.z + z}
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local neighbor_node = minetest.get_node(neighbor_pos)
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local level
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if neighbor_node.name == source then
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level = 1
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elseif neighbor_node.name == flowing then
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local neighbor_level = neighbor_node.param2 % 8
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level = (math.max(0, neighbor_level - liquid_level_max + range) + 0.5) / range
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end
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neighbor_pos.y = neighbor_pos.y + 1
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local node_above = minetest.get_node(neighbor_pos)
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neighbors[x][z] = {
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air = neighbor_node.name == "air",
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level = level,
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above_is_same_liquid = node_above.name == flowing or node_above.name == source
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}
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end
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end
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local function get_corner_level(x, z)
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local air_neighbor
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local levels = 0
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local neighbor_count = 0
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for nx = x - 1, x do
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for nz = z - 1, z do
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local neighbor = neighbors[nx][nz]
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if neighbor.above_is_same_liquid then
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return 1
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end
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local level = neighbor.level
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if level then
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if level == 1 then
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return 1
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end
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levels = levels + level
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neighbor_count = neighbor_count + 1
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elseif neighbor.air then
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if air_neighbor then
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return 0.02
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end
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air_neighbor = true
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end
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end
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end
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if neighbor_count == 0 then
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return 0
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end
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return levels / neighbor_count
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end
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local corner_levels = {
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{x = 0, z = 0},
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{x = 1, z = 0},
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{x = 1, z = 1},
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{x = 0, z = 1}
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}
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for _, corner_level in pairs(corner_levels) do
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corner_level.y = get_corner_level(corner_level.x, corner_level.z)
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end
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return corner_levels
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end
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flowing_downwards = vector.new(0, -1, 0)
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--+ Calculates the flow direction of a flowingliquid node
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--# as returned by `minetest.get_node`
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--> `modlib.minetest.flowing_downwards = vector.new(0, -1, 0)` if only flowing downwards
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--> surface direction as `vector` else
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function get_liquid_flow_direction(pos, node)
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local corner_levels = get_liquid_corner_levels(pos, node)
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local max_level = corner_levels[1].y
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for index = 2, 4 do
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local level = corner_levels[index].y
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if level > max_level then
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max_level = level
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end
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end
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local dir = vector.new(0, 0, 0)
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local count = 0
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for max_level_index, corner_level in pairs(corner_levels) do
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if corner_level.y == max_level then
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for offset = 1, 3 do
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local index = (max_level_index + offset - 1) % 4 + 1
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local diff = vector.subtract(corner_level, corner_levels[index])
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if diff.y ~= 0 then
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diff.x = diff.x * diff.y
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diff.z = diff.z * diff.y
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if offset == 3 then
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diff = vector.divide(diff, math.sqrt(2))
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end
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dir = vector.add(dir, diff)
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count = count + 1
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end
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end
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end
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end
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if count ~= 0 then
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dir = vector.divide(dir, count)
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end
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if vector.equals(dir, vector.new(0, 0, 0)) then
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|
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if node.param2 % 32 > 7 then
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return flowing_downwards
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end
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end
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return dir
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end
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