local modname = minetest.get_current_modname() local S = minetest.get_translator(modname) local oil_desc local oil_usage if minetest.get_modpath("doc") then oil_desc = S("Liquid hydrocarbons formed from the detritus of long dead plants and animals processed by heat and pressure deep within the earth.") oil_usage = S("Buckets of oil can be used as fuel.") end local oil_sounds = {footstep = {name = "oil_oil_footstep", gain = 0.2}} local water_source = df_dependencies.node_name_water_source local water_flowing = df_dependencies.node_name_water_flowing local bucket_empty = df_dependencies.node_name_bucket_empty minetest.register_node("oil:oil_source", { description = S("Oil"), _doc_items_longdesc = oil_desc, _doc_items_usagehelp = oil_usage, drawtype = "liquid", tiles = { { name = "oil_oil_source_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 2.0, }, }, }, special_tiles = { -- New-style water source material (mostly unused) { name = "oil_oil_source_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 2.0, }, backface_culling = false, }, }, alpha = 255, paramtype = "light", walkable = false, pointable = false, diggable = false, sunlight_propagates = false, buildable_to = true, is_ground_content = false, drop = "", drowning = 1, liquidtype = "source", liquid_range = 3, liquid_renewable = false, liquid_alternative_flowing = "oil:oil_flowing", liquid_alternative_source = "oil:oil_source", liquid_viscosity = 1, post_effect_color = {a = 250, r = 0, g = 0, b = 0}, groups = {liquid = 1, dig_by_piston=1}, sounds = oil_sounds, _mcl_blast_resistance = 100, _mcl_hardness = -1, }) minetest.register_node("oil:oil_flowing", { description = S("Flowing Oil"), _doc_items_longdesc = oil_desc, _doc_items_usagehelp = oil_usage, drawtype = "flowingliquid", tiles = {"oil_oil.png"}, special_tiles = { { name = "oil_oil_flowing_animated.png", backface_culling = false, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 4.0, }, }, { name = "oil_oil_flowing_animated.png", backface_culling = true, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 4.0, }, }, }, alpha = 255, paramtype = "light", paramtype2 = "flowingliquid", walkable = false, pointable = false, diggable = false, buildable_to = true, is_ground_content = false, sunlight_propagates = false, drop = "", drowning = 1, liquidtype = "flowing", liquid_range = 3, liquid_renewable = false, liquid_alternative_flowing = "oil:oil_flowing", liquid_alternative_source = "oil:oil_source", liquid_viscosity = 1, post_effect_color = {a = 250, r = 0, g = 0, b = 0}, groups = {liquid = 1, not_in_creative_inventory = 1, dig_by_piston=1}, sounds = oil_sounds, _mcl_blast_resistance = 100, _mcl_hardness = -1, }) minetest.register_craft({ type = "fuel", recipe = "oil:oil_source", burntime = 370, -- same as coalblock }) if minetest.get_modpath("dynamic_liquid") then dynamic_liquid.liquid_abm("oil:oil_source", "oil:oil_flowing", 2) -- not using default liquid_abm to prevent oil from churning around once it's on the surface of water - we want slicks to remain cohesive and static minetest.register_abm({ label = "oil:oil floats", nodenames = {"oil:oil_source"}, neighbors = {water_source}, interval = 1.0, chance = 1, catch_up = true, action = function(pos, node) local next_pos = {x=pos.x, y=pos.y+1, z=pos.z} local next_node = minetest.get_node(next_pos) local above_name = next_node.name if above_name == water_source then minetest.swap_node(next_pos, {name="oil:oil_source"}) minetest.swap_node(pos, next_node) else next_pos.y = pos.y local displacement if math.random() > 0.5 then displacement = 1 else displacement = -1 end if math.random() > 0.5 then next_pos.x = next_pos.x + displacement else next_pos.z = next_pos.z + displacement end next_node = minetest.get_node(next_pos) if next_node.name == water_source then if above_name ~= "air" then -- we're not on the surface, so try any lateral movement minetest.swap_node(next_pos, {name="oil:oil_source"}) minetest.swap_node(pos, next_node) elseif math.random() < 0.1 then -- expensive and not commonly needed, so don't try this often --Otherwise, count neighboring oil nodes and if we're increasing the number of neighboring oil nodes by moving then do so. local oil_neighbors_here, here_count = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, {"oil:oil_source"}) local oil_neighbors_there, there_count = minetest.find_nodes_in_area({x=next_pos.x-1, y=next_pos.y, z=next_pos.z-1}, {x=next_pos.x+1, y=next_pos.y, z=next_pos.z+1}, {"oil:oil_source"}) if there_count["oil:oil_source"] >= here_count["oil:oil_source"] then minetest.swap_node(next_pos, {name="oil:oil_source"}) minetest.swap_node(pos, next_node) end end end end end, }) -- If oil is wandering around on top of a layer of water that isn't full, drop it down -- into the water layer. This helps drive the system toward a more static state with a flat-looking surface. minetest.register_abm({ label = "oil:oil settles", nodenames = {"oil:oil_source"}, neighbors = {water_flowing}, interval = 1.0, chance = 1, catch_up = true, action = function(pos, node) local next_pos = {x=pos.x, y=pos.y-1, z=pos.z} local next_node = minetest.get_node(next_pos) if next_node.name == water_flowing then minetest.swap_node(next_pos, {name="oil:oil_source"}) minetest.swap_node(pos, next_node) end end, }) end if df_dependencies.bucket_register_liquid then df_dependencies.bucket_register_liquid( "oil:oil_source", "oil:oil_flowing", "oil:oil_bucket", "oil_bucket.png", S("Oil Bucket") ) minetest.register_craft({ type = "fuel", recipe = "oil:oil_bucket", burntime = 370, -- same as coalblock replacements = {{"oil:oil_bucket", bucket_empty}}, }) if minetest.get_modpath("basic_materials") then minetest.register_craft({ type = "cooking", output = "basic_materials:paraffin", recipe = "oil:oil_bucket", cooktime = 5, replacements = {{"oil:oil_bucket", bucket_empty}}, }) end end