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fix-lavaca
Author | SHA1 | Date |
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Nils Dagsson Moskopp | 32bc8bf28b |
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@ -48,6 +48,101 @@ minetest.register_abm({
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end,
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})
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minetest.register_abm({
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label="Speed up downwards water flow and cool lava",
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nodenames = {"mcl_core:water_flowing"},
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neighbors = {"air"},
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interval = 0.5,
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chance = 1,
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action = function(pos, node)
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-- I want to start with an important message to every
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-- future programmer who wants to rewrite the code in
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-- a recursive fashion: STACK OVERFLOWS MEAN CRASHES!
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--
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-- Your recursive approach will most likely crash the
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-- game – if not on your computer, then probably some
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-- time later on some other computer. If you want the
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-- questionable honor of being at fault when a bucket
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-- of water can crash the server, go ahead: Refucktor
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-- the code and be upset when it ruins someone's day.
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--
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-- After all, it really was not your fault, right? On
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-- your computer everything worked and whoever has an
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-- issue with your elegant solution just should buy a
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-- new gaming rig or do something else beyond holding
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-- you responsible for your utterly perfect solution.
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--
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-- In case this message offends you, I hereby ask you
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-- to kindly fuck off, by which I mean: Stop reading.
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local beside_pos_list
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local beside_node
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local lavatype
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for i=1,80 do
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-- In the first iteration of this loop, the
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-- current position is guaranteed to have a
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-- flowing water node. Later iterations can
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-- assume a flowing water node since either
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-- this loop ends or it replaces air with a
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-- flowing water node below, then does that
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-- same quit-or-replace dance a node lower.
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local below_pos = {x=pos.x, y=pos.y-i, z=pos.z}
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local below_node = minetest.get_node(below_pos)
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-- TODO: Check here if that node below is lava
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-- and turn it into cobblestone or obsidian if
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-- that process does not affect performance in
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-- a major way. But how to measure the impact?
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if below_node.name ~= "air" then
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return
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end
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minetest.set_node(
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below_pos,
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{name="mcl_core:water_flowing", param2=15}
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)
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-- One could assume that the lava cooling ABM
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-- would now do its job if water nodes end up
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-- next to lava nodes. Sadly, this is not the
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-- case: The only way to get reliable cooling
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-- of lava nodes is to do it ourselves here …
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-- the lava nodes are just removed otherwise.
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--
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-- This is probably an engine bug (not sure).
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beside_pos_list = {
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{x=below_pos.x+1, y=below_pos.y, z=below_pos.z},
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{x=below_pos.x-1, y=below_pos.y, z=below_pos.z},
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{x=below_pos.x, y=below_pos.y, z=below_pos.z+1},
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{x=below_pos.x, y=below_pos.y, z=below_pos.z-1},
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}
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for _, beside_pos in ipairs(beside_pos_list) do
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beside_node = minetest.get_node(beside_pos)
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if 1 == minetest.get_item_group(beside_node.name, "lava") then
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lavatype = minetest.registered_nodes[beside_node.name].liquidtype
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-- Lava flow → Cobblestone
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if lavatype == "flowing" then
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minetest.set_node(
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beside_pos,
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{name="mcl_core:cobble"}
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)
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-- Lava source → Obsidian
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elseif lavatype == "source" then
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minetest.set_node(
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beside_pos,
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{name="mcl_core:obsidian"}
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)
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end
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-- Stone is generated if lava
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-- ends up above water nodes,
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-- this is handled elsewhere.
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minetest.sound_play(
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"fire_extinguish_flame",
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{pos=beside_pos, gain=0.25, max_hear_distance=16},
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true
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)
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end
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end
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end
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end,
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})
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--
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-- Papyrus and cactus growing
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--
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