196 lines
5.9 KiB
Lua
196 lines
5.9 KiB
Lua
minetest.register_node("rmod:grate", {
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description = "Grate",
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tiles = {"rmod_grate.png"},
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groups = {oddly_breakable_by_hand = 1},
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use_texture_alpha = true,
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drawtype = "glasslike",
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paramtype = "light",
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})
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local function get_level(node, def)
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local level = node.param2 % 16
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if level > 8 then level = level - 8 end
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if def and def.liquidtype == "source" then level = 8 end -- Ooh, this node is a SOURCE! MAX LEVEL!
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if def and def.liquidtype ~= "flowing" and def.liquidtype ~= "source" then
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level = def.floodable and 0 or 8 -- Okay, the node isn't liquid. But we can still determine whether it contains undisplaceable matter.
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end
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if not def then level = 8 end
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return level
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end
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local function get_variables(pos)
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local node = minetest.get_node(pos)
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local name
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if node then name = node.name else return end
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local def = minetest.registered_nodes[name]
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local level = get_level(node, def)
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return node, name, def, level
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end
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local function calculate_level(pos)
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return ({get_variables(pos)})[4]
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end
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local function attempt_flow_to(pos1, pos2, dec)
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-- Try flowing from pos1 to pos2.
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local node1, name1, def1, level1 = get_variables(pos1)
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-- Flowing1 is the node we may or may not eventually place.
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local flowing1 = def1.liquid_alternative_flowing
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local node2, name2, def2, level2 = get_variables(pos2)
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if def1.liquidtype ~= "source" and def1.liquidtype ~= "flowing" then return end
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if not flowing1 then return end -- node might not be a liquid.
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-- If we're flowing down, gravity is most likely going to aid.
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-- Therefore, we should set the values accordingly.
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if pos2.y < pos1.y then
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level1 = 8 + dec
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if def2.liquidtype == "flowing" then
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level2 = 0
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dec = 0
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end
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-- Opposite reasoning of above.
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elseif pos2.y > pos1.y then return end
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-- When water flows normally, it slowly decreases as it spreads outwards.
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-- Dec is the variable applied to the originating liquid's level, which
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-- the resulting output flow is decreased by.
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-- Usually this value is 2, but I'm allowing for customization.
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if level1 - dec <= level2 then return end
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if level1 - dec < 0 then return end
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minetest.set_node(pos2, {
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name = flowing1,
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param1 = pos1.param1,
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param2 = level1 - dec
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})
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return true
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end
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local function grate_step(pos, offset)
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local pos1 = vector.add(pos, offset)
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if not attempt_flow_to(pos1, vector.subtract(pos, {x=0,y=1,z=0}), 2) then -- If we can't flow below...
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local left_offset = {x = offset.z, y = 0, z = -offset.x}
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local right_offset = {x = -offset.z, y = 0, z = offset.x}
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attempt_flow_to(pos1, vector.subtract(pos, offset), 2) -- Try flowing forward.
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attempt_flow_to(pos1, vector.add(pos, left_offset), 2) -- Try flowing left.
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attempt_flow_to(pos1, vector.add(pos, right_offset), 2) -- And try flowing right.
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end
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--[[local neigh = vector.add(pos, offset)
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local neigh_node, neigh_name, neigh_def, level = get_variables(neigh)
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if not neigh_def then return end -- Unknown nodes can't flow.
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if neigh_def.liquidtype ~= "source" and neigh_def.liquidtype ~= "flowing" then return end -- Non-liquids can't flow at all.
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local neigh_flowing = neigh_def.liquid_alternative_flowing
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if not neigh_flowing then return end -- Improperly configured liquids can't flow.
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-- Check the opposing neighbor.
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local opposite = vector.subtract(pos, offset)
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local flowto_opposite = true
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local opposite_level = calculate_level(opposite)
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if opposite_level > level - 2 then flowto_opposite = false end
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local flow_to = opposite
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local gravity_affected = false
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if vector.equals(offset, {x=0, y=-1, z=0}) then
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-- Silly code, water can't flow UP!
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return
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elseif vector.equals(offset, {x=0, y=1, z=0}) then
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-- Water is very good at flowing down. Set to a high value.
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minetest.set_node(flow_to, {
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name = neigh_flowing,
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param1 = neigh_node.param1,
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param2 = 6
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})
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return
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else
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-- Great, water is flowing from the side, but what if the grate is above air?
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-- We should check if the water can flow down, first.
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local grav = vector.subtract(pos, {x=0, y=1, z=0})
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-- Meet the grav_node - the node that's below the grate.
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-- If liquids can flow into this node, we can forget about the opposite_node.
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local grav_level = calculate_level(grav)
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if grav_level < level - 2 then
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-- OOP! Sudden course change!
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flow_to = grav
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gravity_affected = true
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end
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end
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local new_param2 = neigh_def.liquidtype == "source" and 6 or neigh_node.param2 - 2
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if new_param2 < 0 then return end
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if flowto_opposite then
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minetest.set_node(flow_to, {
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name = neigh_flowing,
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param1 = neigh_node.param1,
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param2 = new_param2
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})
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end
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-- And we're done.
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-- WAIT! We're not done.
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if offset.y == 0 and not gravity_affected then
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local left_flow = {x = offset.z, y = 0, z = -offset.x}
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local left_pos = vector.add(pos, left_flow)
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local right_flow = {x = -offset.z, y = 0, z = offset.x}
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local right_pos = vector.add(pos, right_flow)
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local left_level = calculate_level(left_pos)
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local right_level = calculate_level(right_pos)
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if left_level < level - 2 then
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-- May as well spread here, too.
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minetest.set_node(left_pos, {
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name = neigh_flowing,
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param1 = neigh_node.param1,
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param2 = new_param2
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})
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end
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if right_level < level - 2 then
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-- May as well spread here, too.
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minetest.set_node(right_pos, {
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name = neigh_flowing,
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param1 = neigh_node.param1,
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param2 = new_param2
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})
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end
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end]]
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end
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minetest.register_abm({
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label = "Grate Step",
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nodenames = {"rmod:grate"},
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neighbors = {},
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interval = 1,
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chance = 1,
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action = function (pos, node)
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for i=1,5 do -- For each of our 5 neighbors, (excluding the node from below, of course)
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-- Calculate where our neighbor is
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local offset = {x=0,y=0,z=0}
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if i == 1 then offset.y = 1 end
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--if i == 2 then offset.y = -1 end
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if i == 2 then offset.x = 1 end
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if i == 3 then offset.x = -1 end
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if i == 4 then offset.z = 1 end
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if i == 5 then offset.z = -1 end
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-- Then run the checking code
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grate_step(pos, offset)
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end
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end,
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})
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