liquid_level_max = 8 --+ Calculates the corner levels of a flowingliquid node --> 4 corner levels from -0.5 to 0.5 as list of `modlib.vector` function get_liquid_corner_levels(pos) local node = minetest.get_node(pos) local def = minetest.registered_nodes[node.name] local source, flowing = def.liquid_alternative_source, node.name local range = def.liquid_range or liquid_level_max local neighbors = {} for x = -1, 1 do neighbors[x] = {} for z = -1, 1 do local neighbor_pos = {x = pos.x + x, y = pos.y, z = pos.z + z} local neighbor_node = minetest.get_node(neighbor_pos) local level if neighbor_node.name == source then level = 1 elseif neighbor_node.name == flowing then local neighbor_level = neighbor_node.param2 % 8 level = (math.max(0, neighbor_level - liquid_level_max + range) + 0.5) / range end neighbor_pos.y = neighbor_pos.y + 1 local node_above = minetest.get_node(neighbor_pos) neighbors[x][z] = { air = neighbor_node.name == "air", level = level, above_is_same_liquid = node_above.name == flowing or node_above.name == source } end end local function get_corner_level(x, z) local air_neighbor local levels = 0 local neighbor_count = 0 for nx = x - 1, x do for nz = z - 1, z do local neighbor = neighbors[nx][nz] if neighbor.above_is_same_liquid then return 1 end local level = neighbor.level if level then if level == 1 then return 1 end levels = levels + level neighbor_count = neighbor_count + 1 elseif neighbor.air then if air_neighbor then return 0.02 end air_neighbor = true end end end if neighbor_count == 0 then return 0 end return levels / neighbor_count end local corner_levels = { {0, nil, 0}, {1, nil, 0}, {1, nil, 1}, {0, nil, 1} } for index, corner_level in pairs(corner_levels) do corner_level[2] = get_corner_level(corner_level[1], corner_level[3]) corner_levels[index] = modlib.vector.subtract_scalar(modlib.vector.new(corner_level), 0.5) end return corner_levels end flowing_downwards = modlib.vector.new{0, -1, 0} --+ Calculates the flow direction of a flowingliquid node --> `modlib.minetest.flowing_downwards = modlib.vector.new{0, -1, 0}` if only flowing downwards --> surface direction as `modlib.vector` else function get_liquid_flow_direction(pos) local corner_levels = get_liquid_corner_levels(pos) local max_level = corner_levels[1][2] for index = 2, 4 do local level = corner_levels[index][2] if level > max_level then max_level = level end end local dir = modlib.vector.new{0, 0, 0} local count = 0 for max_level_index, corner_level in pairs(corner_levels) do if corner_level[2] == max_level then for offset = 1, 3 do local index = (max_level_index + offset - 1) % 4 + 1 local diff = corner_level - corner_levels[index] if diff[2] ~= 0 then diff[1] = diff[1] * diff[2] diff[3] = diff[3] * diff[2] if offset == 3 then diff = modlib.vector.divide_scalar(diff, math.sqrt(2)) end dir = dir + diff count = count + 1 end end end end if count ~= 0 then dir = modlib.vector.divide_scalar(dir, count) end if dir == modlib.vector.new{0, 0, 0} then if minetest.get_node(pos).param2 % 32 > 7 then return flowing_downwards end end return dir end