flowing_logic.lua: separate out new logic into seperate file

This commit is contained in:
thetaepsilon-gamedev 2017-09-27 17:49:49 +01:00
parent 2d70d2b657
commit 3e827c23b9
2 changed files with 121 additions and 118 deletions

@ -132,121 +132,3 @@ pipeworks.fountainhead_check = function(pos, node)
end
end
end
-- global values and thresholds for water behaviour
-- TODO: add some way of setting this per-world
local thresholds = {}
-- limit on pump pressure - will not absorb more than can be taken
thresholds.pump_pressure = 2
-- borrowed from above: might be useable to replace the above coords tables
local make_coords_offsets = function(pos, include_base)
local coords = {
{x=pos.x,y=pos.y-1,z=pos.z},
{x=pos.x,y=pos.y+1,z=pos.z},
{x=pos.x-1,y=pos.y,z=pos.z},
{x=pos.x+1,y=pos.y,z=pos.z},
{x=pos.x,y=pos.y,z=pos.z-1},
{x=pos.x,y=pos.y,z=pos.z+1},
}
if include_base then table.insert(coords, pos) end
return coords
end
-- local debuglog = function(msg) print("## "..msg) end
-- new version of liquid check
-- accepts a limit parameter to only delete water blocks that the receptacle can accept,
-- and returns it so that the receptacle can update it's pressure values.
-- this should ensure that water blocks aren't vanished from existance.
-- will take care of zero or negative-valued limits.
pipeworks.check_for_liquids_v2 = function(pos, limit)
if not limit then
limit = 6
end
local coords = make_coords_offsets(pos, false)
local total = 0
for index, tpos in ipairs(coords) do
if total >= limit then break end
local name = minetest.get_node(tpos).name
if name == "default:water_source" then
minetest.remove_node(tpos)
total = total + 1
end
end
return total
end
local label_pressure = "pipeworks.water_pressure"
local label_haspressure = "pipeworks.is_pressure_node"
pipeworks.balance_pressure = function(pos, node)
-- debuglog("balance_pressure() "..node.name.." at "..pos.x.." "..pos.y.." "..pos.z)
-- check the pressure of all nearby nodes, and average it out.
-- for the moment, only balance neighbour nodes if it already has a pressure value.
-- XXX: maybe this could be used to add fluid behaviour to other mod's nodes too?
-- unconditionally include self in nodes to average over
local meta = minetest.get_meta(pos)
local currentpressure = meta:get_float(label_pressure)
meta:set_int(label_haspressure, 1)
local connections = { meta }
local totalv = currentpressure
local totalc = 1
-- then handle neighbours, but if not a pressure node don't consider them at all
for _, npos in ipairs(make_coords_offsets(pos, false)) do
local neighbour = minetest.get_meta(npos)
local haspressure = (neighbour:get_int(label_haspressure) ~= 0)
if haspressure then
local n = neighbour:get_float(label_pressure)
table.insert(connections, neighbour)
totalv = totalv + n
totalc = totalc + 1
end
end
local average = totalv / totalc
for _, targetmeta in ipairs(connections) do
targetmeta:set_float(label_pressure, average)
end
end
pipeworks.run_pump_intake = function(pos, node)
-- try to absorb nearby water nodes, but only up to limit.
-- NB: check_for_liquids_v2 handles zero or negative from the following subtraction
local meta = minetest.get_meta(pos)
local currentpressure = meta:get_float(label_pressure)
local intake_limit = thresholds.pump_pressure - currentpressure
local actual_intake = pipeworks.check_for_liquids_v2(pos, intake_limit)
local newpressure = actual_intake + currentpressure
-- debuglog("oldpressure "..currentpressure.." intake_limit "..intake_limit.." actual_intake "..actual_intake.." newpressure "..newpressure)
meta:set_float(label_pressure, newpressure)
end
pipeworks.run_spigot_output = function(pos, node)
-- try to output a water source node if there's enough pressure and space below.
local meta = minetest.get_meta(pos)
local currentpressure = meta:get_float(label_pressure)
if currentpressure > 1 then
local below = {x=pos.x, y=pos.y-1, z=pos.z}
local name = minetest.get_node(below).name
if (name == "air") or (name == "default:water_flowing") then
minetest.set_node(below, {name="default:water_source"})
meta:set_float(label_pressure, currentpressure - 1)
end
end
end

121
new_flow_logic.lua Normal file

@ -0,0 +1,121 @@
-- reimplementation of new_flow_logic branch: processing functions
-- written 2017 by thetaepsilon
-- global values and thresholds for water behaviour
-- TODO: add some way of setting this per-world
local thresholds = {}
-- limit on pump pressure - will not absorb more than can be taken
thresholds.pump_pressure = 2
-- borrowed from above: might be useable to replace the above coords tables
local make_coords_offsets = function(pos, include_base)
local coords = {
{x=pos.x,y=pos.y-1,z=pos.z},
{x=pos.x,y=pos.y+1,z=pos.z},
{x=pos.x-1,y=pos.y,z=pos.z},
{x=pos.x+1,y=pos.y,z=pos.z},
{x=pos.x,y=pos.y,z=pos.z-1},
{x=pos.x,y=pos.y,z=pos.z+1},
}
if include_base then table.insert(coords, pos) end
return coords
end
-- local debuglog = function(msg) print("## "..msg) end
-- new version of liquid check
-- accepts a limit parameter to only delete water blocks that the receptacle can accept,
-- and returns it so that the receptacle can update it's pressure values.
-- this should ensure that water blocks aren't vanished from existance.
-- will take care of zero or negative-valued limits.
pipeworks.check_for_liquids_v2 = function(pos, limit)
if not limit then
limit = 6
end
local coords = make_coords_offsets(pos, false)
local total = 0
for index, tpos in ipairs(coords) do
if total >= limit then break end
local name = minetest.get_node(tpos).name
if name == "default:water_source" then
minetest.remove_node(tpos)
total = total + 1
end
end
return total
end
local label_pressure = "pipeworks.water_pressure"
local label_haspressure = "pipeworks.is_pressure_node"
pipeworks.balance_pressure = function(pos, node)
-- debuglog("balance_pressure() "..node.name.." at "..pos.x.." "..pos.y.." "..pos.z)
-- check the pressure of all nearby nodes, and average it out.
-- for the moment, only balance neighbour nodes if it already has a pressure value.
-- XXX: maybe this could be used to add fluid behaviour to other mod's nodes too?
-- unconditionally include self in nodes to average over
local meta = minetest.get_meta(pos)
local currentpressure = meta:get_float(label_pressure)
meta:set_int(label_haspressure, 1)
local connections = { meta }
local totalv = currentpressure
local totalc = 1
-- then handle neighbours, but if not a pressure node don't consider them at all
for _, npos in ipairs(make_coords_offsets(pos, false)) do
local neighbour = minetest.get_meta(npos)
local haspressure = (neighbour:get_int(label_haspressure) ~= 0)
if haspressure then
local n = neighbour:get_float(label_pressure)
table.insert(connections, neighbour)
totalv = totalv + n
totalc = totalc + 1
end
end
local average = totalv / totalc
for _, targetmeta in ipairs(connections) do
targetmeta:set_float(label_pressure, average)
end
end
pipeworks.run_pump_intake = function(pos, node)
-- try to absorb nearby water nodes, but only up to limit.
-- NB: check_for_liquids_v2 handles zero or negative from the following subtraction
local meta = minetest.get_meta(pos)
local currentpressure = meta:get_float(label_pressure)
local intake_limit = thresholds.pump_pressure - currentpressure
local actual_intake = pipeworks.check_for_liquids_v2(pos, intake_limit)
local newpressure = actual_intake + currentpressure
-- debuglog("oldpressure "..currentpressure.." intake_limit "..intake_limit.." actual_intake "..actual_intake.." newpressure "..newpressure)
meta:set_float(label_pressure, newpressure)
end
pipeworks.run_spigot_output = function(pos, node)
-- try to output a water source node if there's enough pressure and space below.
local meta = minetest.get_meta(pos)
local currentpressure = meta:get_float(label_pressure)
if currentpressure > 1 then
local below = {x=pos.x, y=pos.y-1, z=pos.z}
local name = minetest.get_node(below).name
if (name == "air") or (name == "default:water_flowing") then
minetest.set_node(below, {name="default:water_source"})
meta:set_float(label_pressure, currentpressure - 1)
end
end
end