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Flowing liquid utils: Corner levels, flow direction
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commit
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117
minetest.lua
117
minetest.lua
@ -136,3 +136,120 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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end
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end
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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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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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26
test.lua
26
test.lua
@ -5,3 +5,29 @@ local t2 = modlib.table.deepcopy(t)
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assert(t2[t2] == t2)
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assert(modlib.table.equals_noncircular({[{}]={}}, {[{}]={}}))
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minetest.register_abm{
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label = "get_liquid_corner_levels & get_liquid_direction test",
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nodenames = {"default:water_flowing"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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assert(type(node) == "table")
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for _, corner_level in pairs(modlib.minetest.get_liquid_corner_levels(pos, node)) do
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minetest.add_particle{
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pos = vector.subtract(vector.add(pos, corner_level), 0.5),
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size = 2,
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texture = "logo.png"
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}
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end
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local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
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local start_pos = pos
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start_pos.y = start_pos.y + 1
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for i = 0, 20 do
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minetest.add_particle{
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pos = vector.add(start_pos, vector.multiply(direction, i/20)),
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size = i/10,
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texture = "logo.png"
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}
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end
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end
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}
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