-- Use the movement gravity for the downwards acceleration. -- 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 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 param2 = minetest.get_node(pos).param2 if param2 > 7 then -- The liquid 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) 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 local def = minetest.registered_nodes[node.name] if def and not def.walkable then return neighbours[i] end end end -- No neighbour found 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) 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] end local flow_target = get_flow_target_raw(pos) flow_target_cache[vi] = {t, flow_target} return flow_target end local item_entity = minetest.registered_entities["__builtin:item"] local old_on_step = item_entity.on_step item_entity.makes_footstep_sound = true -- The "bt_" prefix shows that the value comes from builtin_item item_entity.bt_timer = 0 item_entity.on_step = function(self, dtime, ...) -- Remember the velocity before an original on_step can change it local vel_desired if self.bt_reset_velocity then vel_desired = self.object:get_velocity() end old_on_step(self, dtime, ...) -- Ignore the item if it should not interact with physics if not self.physical_state then return end -- Reset the velocity if needed if vel_desired and not vector.equals(self.object:get_velocity(), vel_desired) then self.object:set_velocity(vel_desired) end -- For performance reasons, skip the remaining code in frequent steps self.bt_timer = self.bt_timer + dtime if self.bt_timer < 0.1 then return end self.bt_timer = 0 local p = self.object:get_pos() local pos = vector.round(p) local nodename = minetest.get_node(pos).name if self.bt_reset_velocity then -- Set the item acceleration to its default (changed again below) self.object:set_acceleration({x=0, y=-movement_gravity, z=0}) self.bt_reset_velocity = nil end local def = minetest.registered_nodes[nodename] 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 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 end acc.y = -movement_gravity self.object:set_acceleration(acc) self.bt_reset_velocity = true end minetest.register_entity(":__builtin:item", item_entity)