Make water/lava interactions much more MC-like
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@ -1,36 +1,41 @@
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--
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-- Lavacooling
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-- Lava vs water interactions
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--
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mcl_core.cool_lava_source = function(pos)
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minetest.set_node(pos, {name="mcl_core:obsidian"})
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minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
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end
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mcl_core.cool_lava_flowing = function(pos)
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minetest.set_node(pos, {name="mcl_core:stone"})
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minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
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end
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minetest.register_abm({
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label = "Flowing lava cooling",
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nodenames = {"mcl_core:lava_flowing"},
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label = "Lava cooling",
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nodenames = {"group:lava"},
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neighbors = {"group:water"},
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interval = 1,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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mcl_core.cool_lava_flowing(pos, node, active_object_count, active_object_count_wider)
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end,
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})
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local water = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y-1, z=pos.z-1}, {x=pos.x+1, y=pos.y+1, z=pos.z+1}, "group:water")
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minetest.register_abm({
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label = "Lava source cooling",
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nodenames = {"mcl_core:lava_source"},
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neighbors = {"group:water"},
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interval = 1,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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mcl_core.cool_lava_source(pos, node, active_object_count, active_object_count_wider)
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local lavatype = minetest.registered_nodes[node.name].liquidtype
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for w=1, #water do
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local waternode = minetest.get_node(water[w])
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local watertype = minetest.registered_nodes[waternode.name].liquidtype
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-- Lava on top of water: Water turns into stone
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if water[w].y < pos.y and water[w].x == pos.x and water[w].z == pos.z then
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minetest.set_node(water[w], {name="mcl_core:stone"})
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minetest.sound_play("fire_extinguish_flame", {pos = water[w], gain = 0.25, max_hear_distance = 16})
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-- Flowing lava vs water on same level: Lava turns into cobblestone
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elseif lavatype == "flowing" and water[w].y == pos.y and (water[w].x == pos.x or water[w].z == pos.z) then
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minetest.set_node(pos, {name="mcl_core:cobble"})
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minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
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-- Still lava vs flowing water above or horizontally neighbored: Lava turns into obsidian
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elseif lavatype == "source" and
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((water[w].y > pos.y and water[w].x == pos.x and water[w].z == pos.z) or
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(water[w].y == pos.y and (water[w].x == pos.x or water[w].z == pos.z))) then
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minetest.set_node(pos, {name="mcl_core:obsidian"})
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minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
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-- Flowing water above flowing lava: Lava turns into cobblestone
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elseif watertype == "flowing" and lavatype == "flowing" and water[w].y > pos.y and water[w].x == pos.x and water[w].z == pos.z then
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minetest.set_node(pos, {name="mcl_core:cobble"})
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minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
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end
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end
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end,
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})
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