mirror of
https://github.com/appgurueu/modlib.git
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122 lines
3.4 KiB
Lua
122 lines
3.4 KiB
Lua
-- Localize globals
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local math, minetest, modlib, pairs = math, minetest, modlib, pairs
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-- Set environment
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local _ENV = ...
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setfenv(1, _ENV)
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liquid_level_max = 8
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--+ Calculates the corner levels of a flowingliquid node
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--> 4 corner levels from -0.5 to 0.5 as list of `modlib.vector`
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function get_liquid_corner_levels(pos)
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local node = minetest.get_node(pos)
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local def = minetest.registered_nodes[node.name]
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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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{0, nil, 0},
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{1, nil, 0},
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{1, nil, 1},
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{0, nil, 1}
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}
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for index, corner_level in pairs(corner_levels) do
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corner_level[2] = get_corner_level(corner_level[1], corner_level[3])
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corner_levels[index] = modlib.vector.subtract_scalar(modlib.vector.new(corner_level), 0.5)
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end
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return corner_levels
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end
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flowing_downwards = modlib.vector.new{0, -1, 0}
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--+ Calculates the flow direction of a flowingliquid node
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--> `modlib.minetest.flowing_downwards = modlib.vector.new{0, -1, 0}` if only flowing downwards
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--> surface direction as `modlib.vector` else
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function get_liquid_flow_direction(pos)
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local corner_levels = get_liquid_corner_levels(pos)
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local max_level = corner_levels[1][2]
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for index = 2, 4 do
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local level = corner_levels[index][2]
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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 = modlib.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[2] == 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 = corner_level - corner_levels[index]
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if diff[2] ~= 0 then
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diff[1] = diff[1] * diff[2]
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diff[3] = diff[3] * diff[2]
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if offset == 3 then
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diff = modlib.vector.divide_scalar(diff, math.sqrt(2))
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end
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dir = 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 = modlib.vector.divide_scalar(dir, count)
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end
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if dir == modlib.vector.new{0, 0, 0} then
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if minetest.get_node(pos).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 |