Fix liquid flowing down ledges

This commit is contained in:
HybridDog 2020-10-10 17:46:06 +02:00
parent 5636a2bb94
commit 66c222e93b
2 changed files with 65 additions and 51 deletions

View File

@ -1,5 +1,2 @@
For a description of this Minetest mod, see
https://forum.minetest.net/viewtopic.php?f=9&t=10271.
TODO:
* Support more fluids which push items, e.g. river water

113
init.lua
View File

@ -2,68 +2,85 @@
-- The setting may change in-game but for simplicity we don't support this.
local movement_gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
-- get_flow_target_raw determines position to which the water flows, or returns
-- nothing if no target position was found
local function is_flowing_liquid(nodename)
local def = minetest.registered_nodes[nodename]
return def and def.liquidtype == "flowing"
end
-- get_flow_raw determines the fluid flow vector, or returns nothing if
-- the flow is zero
local neighbour_offsets = {
{x=-1, y=0, z=0},
{x=1, y=0, z=0},
{x=0, y=0, z=-1},
{x=0, y=0, z=1}
}
local function get_flow_target_raw(pos)
local function get_flow_raw(pos)
-- FIXME: Do we need to treat nodes with special liquid_range differently?
local param2 = minetest.get_node(pos).param2
if param2 > 7 then
-- The liquid flows downwards
if param2 == 15 then
-- The liquid has full height and flows downwards
return
end
local neighbours = {}
for n = 1, 4 do
local p = vector.add(pos, neighbour_offsets[n])
neighbours[n] = p
neighbours[n + 4] = minetest.get_node(p)
neighbours[n] = minetest.get_node(p)
end
for i = 1, 4 do
-- If a neighbour has a lower height, flow to it
local node = neighbours[i + 4]
if node.name == "default:water_flowing"
and node.param2 < param2 then
return neighbours[i]
end
end
for i = 1, 4 do
-- Flow to a downwards-flowing neighbour if its height is not too small
local node = neighbours[i + 4]
if node.name == "default:water_flowing"
and node.param2 >= 11 then
return neighbours[i]
end
end
for i = 1, 4 do
-- Flow to a neighbouring unsolid node
local node = neighbours[i + 4]
if node.name ~= "default:water_flowing" then
if param2 < 8 then
-- The liquid does not flow downwards
for i = 1, 4 do
-- Flow to a neighbouring free space if possible
local node = neighbours[i]
local def = minetest.registered_nodes[node.name]
if def and not def.walkable then
return neighbours[i]
if def and not def.walkable and def.liquidtype == "none" then
return neighbour_offsets[i]
end
end
-- Find a liquid neighbour with lowest height
local min_height_neig = param2
local min_neighbour
for i = 1, 4 do
local node = neighbours[i]
local height_neigh = node.param2 % 8
if height_neigh < min_height_neig
and is_flowing_liquid(node.name) then
min_height_neig = height_neigh
min_neighbour = neighbour_offsets[i]
end
end
if min_neighbour then
return min_neighbour
end
-- No free neighbour and no flowing liquid neighbour
end
-- No neighbour found
-- The flowing liquid ends here in the XZ plane, so determine the
-- flow from higher neighbour nodes
local flow = {x = 0, y = 0, z = 0}
for i = 1, 4 do
local node = neighbours[i]
local height_neigh = node.param2 % 8
if is_flowing_liquid(node.name) then
-- A higher liquid is coming from there
flow = vector.subtract(flow, neighbour_offsets[i])
end
end
return not vector.equals(flow, {x = 0, y = 0, z = 0}) and flow or nil
end
-- get_flow_target caches the results from get_flow_target_raw for 10 s
local flow_target_cache = {}
setmetatable(flow_target_cache, {__mode = "kv"})
local function get_flow_target(pos)
-- get_flow caches the results from get_flow_raw for 10 s
local flow_cache = {}
setmetatable(flow_cache, {__mode = "kv"})
local function get_flow(pos)
local vi = minetest.hash_node_position(pos)
local t = minetest.get_us_time()
if flow_target_cache[vi]
and t - flow_target_cache[vi][1] < 10 * 1000000 then
return flow_target_cache[vi][2]
if flow_cache[vi]
and t - flow_cache[vi][1] < 10 * 1000000 then
return flow_cache[vi][2]
end
local flow_target = get_flow_target_raw(pos)
flow_target_cache[vi] = {t, flow_target}
return flow_target
local flow = get_flow_raw(pos)
flow_cache[vi] = {t, flow}
return flow
end
local item_entity = minetest.registered_entities["__builtin:item"]
@ -112,17 +129,17 @@ item_entity.on_step = function(self, dtime, ...)
if not def or not def.liquidtype or def.liquidtype ~= "flowing" then
return
end
local pos_next = get_flow_target(pos)
if not pos_next then
local flow = get_flow(pos)
if not flow then
return
end
local vel_current = vel_desired or self.object:get_velocity()
local acc = vector.multiply(vector.subtract(pos_next, pos), 2.0)
if math.abs(vel_current.x) > 1.0 then
acc.x = 0
end
if math.abs(vel_current.z) > 1.0 then
acc.z = 0
local acc
if vector.dot(vel_current, flow) < 1.0 then
acc = vector.multiply(flow, 2.0)
else
-- The item is already accelerated by the fluids
acc = {x = 0, y = 0, z = 0}
end
acc.y = -movement_gravity
self.object:set_acceleration(acc)