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https://github.com/HybridDog/builtin_item.git
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Fix liquid flowing down ledges
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parent
5636a2bb94
commit
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@ -1,5 +1,2 @@
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For a description of this Minetest mod, see
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https://forum.minetest.net/viewtopic.php?f=9&t=10271.
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TODO:
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* Support more fluids which push items, e.g. river water
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113
init.lua
113
init.lua
@ -2,68 +2,85 @@
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-- The setting may change in-game but for simplicity we don't support this.
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local movement_gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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-- get_flow_target_raw determines position to which the water flows, or returns
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-- nothing if no target position was found
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local function is_flowing_liquid(nodename)
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local def = minetest.registered_nodes[nodename]
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return def and def.liquidtype == "flowing"
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end
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-- get_flow_raw determines the fluid flow vector, or returns nothing if
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-- the flow is zero
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local neighbour_offsets = {
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{x=-1, y=0, z=0},
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{x=1, y=0, z=0},
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1}
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}
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local function get_flow_target_raw(pos)
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local function get_flow_raw(pos)
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-- FIXME: Do we need to treat nodes with special liquid_range differently?
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local param2 = minetest.get_node(pos).param2
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if param2 > 7 then
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-- The liquid flows downwards
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if param2 == 15 then
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-- The liquid has full height and flows downwards
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return
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end
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local neighbours = {}
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for n = 1, 4 do
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local p = vector.add(pos, neighbour_offsets[n])
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neighbours[n] = p
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neighbours[n + 4] = minetest.get_node(p)
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neighbours[n] = minetest.get_node(p)
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end
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for i = 1, 4 do
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-- If a neighbour has a lower height, flow to it
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local node = neighbours[i + 4]
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if node.name == "default:water_flowing"
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and node.param2 < param2 then
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return neighbours[i]
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end
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end
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for i = 1, 4 do
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-- Flow to a downwards-flowing neighbour if its height is not too small
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local node = neighbours[i + 4]
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if node.name == "default:water_flowing"
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and node.param2 >= 11 then
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return neighbours[i]
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end
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end
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for i = 1, 4 do
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-- Flow to a neighbouring unsolid node
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local node = neighbours[i + 4]
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if node.name ~= "default:water_flowing" then
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if param2 < 8 then
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-- The liquid does not flow downwards
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for i = 1, 4 do
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-- Flow to a neighbouring free space if possible
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local node = neighbours[i]
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local def = minetest.registered_nodes[node.name]
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if def and not def.walkable then
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return neighbours[i]
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if def and not def.walkable and def.liquidtype == "none" then
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return neighbour_offsets[i]
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end
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end
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-- Find a liquid neighbour with lowest height
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local min_height_neig = param2
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local min_neighbour
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for i = 1, 4 do
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local node = neighbours[i]
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local height_neigh = node.param2 % 8
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if height_neigh < min_height_neig
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and is_flowing_liquid(node.name) then
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min_height_neig = height_neigh
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min_neighbour = neighbour_offsets[i]
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end
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end
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if min_neighbour then
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return min_neighbour
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end
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-- No free neighbour and no flowing liquid neighbour
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end
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-- No neighbour found
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-- The flowing liquid ends here in the XZ plane, so determine the
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-- flow from higher neighbour nodes
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local flow = {x = 0, y = 0, z = 0}
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for i = 1, 4 do
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local node = neighbours[i]
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local height_neigh = node.param2 % 8
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if is_flowing_liquid(node.name) then
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-- A higher liquid is coming from there
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flow = vector.subtract(flow, neighbour_offsets[i])
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end
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end
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return not vector.equals(flow, {x = 0, y = 0, z = 0}) and flow or nil
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end
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-- get_flow_target caches the results from get_flow_target_raw for 10 s
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local flow_target_cache = {}
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setmetatable(flow_target_cache, {__mode = "kv"})
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local function get_flow_target(pos)
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-- get_flow caches the results from get_flow_raw for 10 s
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local flow_cache = {}
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setmetatable(flow_cache, {__mode = "kv"})
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local function get_flow(pos)
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local vi = minetest.hash_node_position(pos)
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local t = minetest.get_us_time()
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if flow_target_cache[vi]
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and t - flow_target_cache[vi][1] < 10 * 1000000 then
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return flow_target_cache[vi][2]
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if flow_cache[vi]
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and t - flow_cache[vi][1] < 10 * 1000000 then
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return flow_cache[vi][2]
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end
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local flow_target = get_flow_target_raw(pos)
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flow_target_cache[vi] = {t, flow_target}
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return flow_target
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local flow = get_flow_raw(pos)
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flow_cache[vi] = {t, flow}
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return flow
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end
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local item_entity = minetest.registered_entities["__builtin:item"]
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@ -112,17 +129,17 @@ item_entity.on_step = function(self, dtime, ...)
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if not def or not def.liquidtype or def.liquidtype ~= "flowing" then
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return
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end
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local pos_next = get_flow_target(pos)
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if not pos_next then
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local flow = get_flow(pos)
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if not flow then
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return
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end
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local vel_current = vel_desired or self.object:get_velocity()
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local acc = vector.multiply(vector.subtract(pos_next, pos), 2.0)
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if math.abs(vel_current.x) > 1.0 then
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acc.x = 0
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end
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if math.abs(vel_current.z) > 1.0 then
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acc.z = 0
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local acc
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if vector.dot(vel_current, flow) < 1.0 then
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acc = vector.multiply(flow, 2.0)
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else
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-- The item is already accelerated by the fluids
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acc = {x = 0, y = 0, z = 0}
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end
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acc.y = -movement_gravity
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self.object:set_acceleration(acc)
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