Mineclonia/mods/ITEMS/mcl_core/functions.lua

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--
-- Lava vs water interactions
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--
minetest.register_abm({
label = "Lava cooling",
nodenames = {"group:lava"},
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neighbors = {"group:water"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local water = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y-1, z=pos.z-1}, {x=pos.x+1, y=pos.y+1, z=pos.z+1}, "group:water")
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local lavatype = minetest.registered_nodes[node.name].liquidtype
for w=1, #water do
local waternode = minetest.get_node(water[w])
local watertype = minetest.registered_nodes[waternode.name].liquidtype
-- Lava on top of water: Water turns into stone
if water[w].y < pos.y and water[w].x == pos.x and water[w].z == pos.z then
minetest.set_node(water[w], {name="mcl_core:stone"})
minetest.sound_play("fire_extinguish_flame", {pos = water[w], gain = 0.25, max_hear_distance = 16})
-- Flowing lava vs water on same level: Lava turns into cobblestone
elseif lavatype == "flowing" and water[w].y == pos.y and (water[w].x == pos.x or water[w].z == pos.z) then
minetest.set_node(pos, {name="mcl_core:cobble"})
minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
-- Still lava vs flowing water above or horizontally neighbored: Lava turns into obsidian
elseif lavatype == "source" and
((water[w].y > pos.y and water[w].x == pos.x and water[w].z == pos.z) or
(water[w].y == pos.y and (water[w].x == pos.x or water[w].z == pos.z))) then
minetest.set_node(pos, {name="mcl_core:obsidian"})
minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
-- Flowing water above flowing lava: Lava turns into cobblestone
elseif watertype == "flowing" and lavatype == "flowing" and water[w].y > pos.y and water[w].x == pos.x and water[w].z == pos.z then
minetest.set_node(pos, {name="mcl_core:cobble"})
minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.25, max_hear_distance = 16})
end
end
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end,
})
--
-- Papyrus and cactus growing
--
-- Functions
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mcl_core.grow_cactus = function(pos, node)
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pos.y = pos.y-1
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local name = minetest.get_node(pos).name
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if minetest.get_item_group(name, "sand") ~= 0 then
pos.y = pos.y+1
local height = 0
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while minetest.get_node(pos).name == "mcl_core:cactus" and height < 4 do
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height = height+1
pos.y = pos.y+1
end
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if height < 3 then
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if minetest.get_node(pos).name == "air" then
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minetest.set_node(pos, {name="mcl_core:cactus"})
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end
end
end
end
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mcl_core.grow_reeds = function(pos, node)
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pos.y = pos.y-1
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local name = minetest.get_node(pos).name
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if minetest.get_node_group(name, "soil_sugarcane") ~= 0 then
if minetest.find_node_near(pos, 1, {"group:water"}) == nil and minetest.find_node_near(pos, 1, {"group:frosted_ice"}) == nil then
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return
end
pos.y = pos.y+1
local height = 0
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while minetest.get_node(pos).name == "mcl_core:reeds" and height < 3 do
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height = height+1
pos.y = pos.y+1
end
if height < 3 then
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if minetest.get_node(pos).name == "air" then
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minetest.set_node(pos, {name="mcl_core:reeds"})
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end
end
end
end
-- ABMs
local function drop_attached_node(p)
local nn = minetest.get_node(p).name
minetest.remove_node(p)
for _, item in pairs(minetest.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
minetest.add_item(pos, item)
end
end
-- Helper function for node actions for liquid flow
local liquid_flow_action = function(pos, group, action)
local check_detach = function(pos, xp, yp, zp)
local p = {x=pos.x+xp, y=pos.y+yp, z=pos.z+zp}
local n = minetest.get_node_or_nil(p)
if not n then
return false
end
local d = minetest.registered_nodes[n.name]
--[[ Check if we want to perform the liquid action.
* 1: Item must be in liquid group
* 2a: If target node is below liquid, always succeed
* 2b: If target node is horizontal to liquid: succeed if source, otherwise check param2 for horizontal flow direction ]]
if (minetest.get_item_group(n.name, group) ~= 0) and
((yp > 0) or
(yp == 0 and ((d.liquidtype == "source") or (n.param2 > (8-d.liquid_range) and n.param2 < 9)))) then
action(pos)
end
end
local posses = {
{ x=-1, y=0, z=0 },
{ x=1, y=0, z=0 },
{ x=0, y=0, z=-1 },
{ x=0, y=0, z=1 },
{ x=0, y=1, z=0 },
}
for p=1,#posses do
check_detach(pos, posses[p].x, posses[p].y, posses[p].z)
end
end
-- Drop some nodes next to flowing water, if it would flow into the node
minetest.register_abm({
label = "Wash away dig_by_water nodes by water flow",
nodenames = {"group:dig_by_water"},
neighbors = {"group:water"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
liquid_flow_action(pos, "water", function(pos)
drop_attached_node(pos)
minetest.dig_node(pos)
end)
end,
})
-- Destroy some nodes next to flowing lava, if it would flow into the node
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minetest.register_abm({
label = "Destroy destroy_by_lava_flow nodes by lava flow",
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nodenames = {"group:destroy_by_lava_flow"},
neighbors = {"group:lava"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
liquid_flow_action(pos, "lava", function(pos)
minetest.remove_node(pos)
minetest.sound_play("builtin_item_lava", {pos = pos, gain = 0.25, max_hear_distance = 16})
core.check_for_falling(pos)
end)
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end,
})
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minetest.register_abm({
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label = "Cactus growth",
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nodenames = {"mcl_core:cactus"},
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neighbors = {"group:sand"},
interval = 25,
chance = 10,
action = function(pos)
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mcl_core.grow_cactus(pos)
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end,
})
minetest.register_abm({
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label = "Sugar canes growth",
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nodenames = {"mcl_core:reeds"},
neighbors = {"group:soil_sugarcane"},
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interval = 25,
chance = 10,
action = function(pos)
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mcl_core.grow_reeds(pos)
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end,
})
--
-- Papyrus and cactus drop
--
local timber_nodenames={"mcl_core:reeds"}
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minetest.register_on_dignode(function(pos, node)
local i=1
while timber_nodenames[i]~=nil do
if node.name==timber_nodenames[i] then
local np={x=pos.x, y=pos.y+1, z=pos.z}
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while minetest.get_node(np).name==timber_nodenames[i] do
minetest.remove_node(np)
if not minetest.setting_getbool("creative_mode") then
minetest.add_item(np, timber_nodenames[i])
end
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np={x=np.x, y=np.y+1, z=np.z}
end
end
i=i+1
end
end)
local function air_leaf(leaftype)
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if math.random(0, 50) == 3 then
return {name = "air"}
else
return {name = leaftype}
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end
end
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function mcl_core.generate_tree(pos, trunk, leaves, typearbre)
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pos.y = pos.y-1
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local nodename = minetest.get_node(pos).name
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pos.y = pos.y+1
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if not minetest.get_node_light(pos) then
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return
end
local node
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if typearbre == nil or typearbre == 1 then
node = {name = ""}
for dy=1,4 do
pos.y = pos.y+dy
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if minetest.get_node(pos).name ~= "air" then
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return
end
pos.y = pos.y-dy
end
node = {name = trunk}
for dy=0,4 do
pos.y = pos.y+dy
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
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end
pos.y = pos.y-dy
end
node = {name = leaves}
pos.y = pos.y+3
local rarity = 0
if math.random(0, 10) == 3 then
rarity = 1
end
for dx=-2,2 do
for dz=-2,2 do
for dy=0,3 do
pos.x = pos.x+dx
pos.y = pos.y+dy
pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then
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if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
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end
elseif dx == 0 and dz == 0 and dy==4 then
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if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
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end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
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end
else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
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end
end
end
pos.x = pos.x-dx
pos.y = pos.y-dy
pos.z = pos.z-dz
end
end
end
elseif typearbre == 2 then
node = {name = ""}
-- can place big tree ?
local tree_size = math.random(15, 25)
for dy=1,4 do
pos.y = pos.y+dy
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if minetest.get_node(pos).name ~= "air" then
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return
end
pos.y = pos.y-dy
end
--Cheak for placing big tree
pos.y = pos.y-1
for dz=0,1 do
pos.z = pos.z + dz
--> 0
local name = minetest.get_node(pos).name
if name == "mcl_core:dirt_with_grass"
or name == "mcl_core:dirt_with_grass_snow"
or name == "mcl_core:dirt" then else
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return
end
pos.x = pos.x+1
--> 1
if name == "mcl_core:dirt_with_grass"
or name == "mcl_core:dirt_with_grass_snow"
or name == "mcl_core:dirt" then else
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return
end
pos.x = pos.x-1
pos.z = pos.z - dz
end
pos.y = pos.y+1
-- Make tree with vine
node = {name = trunk}
for dy=0,tree_size do
pos.y = pos.y+dy
for dz=-1,2 do
if dz == -1 then
pos.z = pos.z + dz
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
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minetest.add_node(pos, {name = "mcl_core:vine", param2 = 4})
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end
pos.x = pos.x+1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
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minetest.add_node(pos, {name = "mcl_core:vine", param2 = 4})
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end
pos.x = pos.x-1
pos.z = pos.z - dz
elseif dz == 2 then
pos.z = pos.z + dz
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air"then
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minetest.add_node(pos, {name = "mcl_core:vine", param2 = 5})
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end
pos.x = pos.x+1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
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minetest.add_node(pos, {name = "mcl_core:vine", param2 = 5})
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end
pos.x = pos.x-1
pos.z = pos.z - dz
else
pos.z = pos.z + dz
pos.x = pos.x-1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
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minetest.add_node(pos, {name = "mcl_core:vine", param2 = 2})
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end
pos.x = pos.x+1
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = trunk, param2=2})
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end
pos.x = pos.x+1
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if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, {name = trunk, param2=2})
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end
pos.x = pos.x+1
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if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then
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minetest.add_node(pos, {name = "mcl_core:vine", param2 = 3})
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end
pos.x = pos.x-2
pos.z = pos.z - dz
end
end
pos.y = pos.y-dy
end
-- make leaves
node = {name = leaves}
pos.y = pos.y+tree_size-4
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for dx=-4,4 do
for dz=-4,4 do
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for dy=0,3 do
pos.x = pos.x+dx
pos.y = pos.y+dy
pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" and math.random(1, 2) == 1 then
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minetest.add_node(pos, node)
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end
elseif dx == 0 and dz == 0 and dy==4 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" and math.random(1, 5) == 1 then
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minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
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end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" then
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minetest.add_node(pos, node)
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end
else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
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if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" and math.random(1, 3) == 1 then
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minetest.add_node(pos, node)
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end
else
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if math.random(1, 5) == 1 and minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
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end
end
end
pos.x = pos.x-dx
pos.y = pos.y-dy
pos.z = pos.z-dz
end
end
end
elseif typearbre == 3 then
mcl_core.generate_spruce_tree(pos)
elseif typearbre == 4 then
mcl_core.grow_new_acacia_tree(pos)
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end
end
-- BEGIN of spruce tree generation functions --
-- Copied from Minetest Game 0.4.15 from the pine tree (default.generate_pine_tree)
-- Pine tree (=spruce tree in MCL2) from mg mapgen mod, design by sfan5, pointy top added by paramat
local function add_spruce_leaves(data, vi, c_air, c_ignore, c_snow, c_spruce_leaves)
local node_id = data[vi]
if node_id == c_air or node_id == c_ignore or node_id == c_snow then
data[vi] = c_spruce_leaves
end
end
function mcl_core.generate_spruce_tree(pos)
local x, y, z = pos.x, pos.y, pos.z
local maxy = y + math.random(9, 13) -- Trunk top
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_spruce_tree = minetest.get_content_id("mcl_core:sprucetree")
local c_spruce_leaves = minetest.get_content_id("mcl_core:spruceleaves")
local c_snow = minetest.get_content_id("mcl_core:snow")
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = x - 3, y = y, z = z - 3},
{x = x + 3, y = maxy + 3, z = z + 3}
)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
-- Upper branches layer
local dev = 3
for yy = maxy - 1, maxy + 1 do
for zz = z - dev, z + dev do
local vi = a:index(x - dev, yy, zz)
local via = a:index(x - dev, yy + 1, zz)
for xx = x - dev, x + dev do
if math.random() < 0.95 - dev * 0.05 then
add_spruce_leaves(data, vi, c_air, c_ignore, c_snow,
c_spruce_leaves)
end
vi = vi + 1
via = via + 1
end
end
dev = dev - 1
end
-- Centre top nodes
add_spruce_leaves(data, a:index(x, maxy + 1, z), c_air, c_ignore, c_snow,
c_spruce_leaves)
add_spruce_leaves(data, a:index(x, maxy + 2, z), c_air, c_ignore, c_snow,
c_spruce_leaves) -- Paramat added a pointy top node
-- Lower branches layer
local my = 0
for i = 1, 20 do -- Random 2x2 squares of leaves
local xi = x + math.random(-3, 2)
local yy = maxy + math.random(-6, -5)
local zi = z + math.random(-3, 2)
if yy > my then
my = yy
end
for zz = zi, zi+1 do
local vi = a:index(xi, yy, zz)
local via = a:index(xi, yy + 1, zz)
for xx = xi, xi + 1 do
add_spruce_leaves(data, vi, c_air, c_ignore, c_snow,
c_spruce_leaves)
vi = vi + 1
via = via + 1
end
end
end
dev = 2
for yy = my + 1, my + 2 do
for zz = z - dev, z + dev do
local vi = a:index(x - dev, yy, zz)
local via = a:index(x - dev, yy + 1, zz)
for xx = x - dev, x + dev do
if math.random() < 0.95 - dev * 0.05 then
add_spruce_leaves(data, vi, c_air, c_ignore, c_snow,
c_spruce_leaves)
end
vi = vi + 1
via = via + 1
end
end
dev = dev - 1
end
-- Trunk
-- Force-place lowest trunk node to replace sapling
data[a:index(x, y, z)] = c_spruce_tree
for yy = y + 1, maxy do
local vi = a:index(x, yy, z)
local node_id = data[vi]
if node_id == c_air or node_id == c_ignore or
node_id == c_spruce_leaves or node_id == c_snow then
data[vi] = c_spruce_tree
end
end
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end
-- END of spruce tree functions --
-- Acacia tree grow function from Minetest Game 0.4.15
function mcl_core.grow_new_acacia_tree(pos)
local path = minetest.get_modpath("mcl_core") ..
"/schematics/acacia_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 4, y = pos.y - 1, z = pos.z - 4}, path, "random", nil, false)
end
local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_params().seed)
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------------------------------
-- Spread grass blocks and mycelium on neighbor dirt
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------------------------------
minetest.register_abm({
label = "Grass Block and Mycelium spread",
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nodenames = {"mcl_core:dirt"},
neighbors = {"air", "mcl_core:dirt_with_grass", "mcl_core:mycelium"},
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interval = 30,
chance = 20,
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catch_up = false,
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action = function(pos)
if pos == nil then
return
end
local can_change = false
local above = {x=pos.x, y=pos.y+1, z=pos.z}
local abovenode = minetest.get_node(above)
local light_self = minetest.get_node_light(above)
if not light_self then return end
--[[ Try to find a spreading dirt-type block (e.g. grass block or mycelium)
within a 3×5×3 area, with the source block being on the 2nd-topmost layer. ]]
local nodes = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y-1, z=pos.z-1}, {x=pos.x+1, y=pos.y+3, z=pos.z+1}, "group:spreading_dirt_type")
local p2
-- Nothing found ? Bail out!
if #nodes <= 0 then
return
else
p2 = nodes[grass_spread_randomizer:next(1, #nodes)]
end
-- Found it! Now check light levels!
local source_above = {x=p2.x, y=p2.y+1, z=p2.z}
local light_source = minetest.get_node_light(source_above)
if not light_source then return end
if light_self >= 4 and light_source >= 9 then
-- All checks passed! Let's spread the grass/mycelium!
local n2 = minetest.get_node(p2)
minetest.set_node(pos, {name=n2.name})
-- If this was mycelium, uproot plant above
if n2.name == "mcl_core:mycelium" then
local tad = minetest.registered_nodes[minetest.get_node(above).name]
if tad.groups and tad.groups.non_mycelium_plant then
minetest.dig_node(above)
end
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end
end
end
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})
-- Grass/mycelium death in darkness
minetest.register_abm({
label = "Grass Block / Mycelium in darkness",
nodenames = {"group:spreading_dirt_type"},
interval = 8,
chance = 50,
catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
-- Kill grass/mycelium when below opaque block or liquid
if name ~= "ignore" and nodedef and ((nodedef.groups and nodedef.groups.opaque) or nodedef.liquidtype ~= "none") then
minetest.set_node(pos, {name = "mcl_core:dirt"})
end
end
})
-- Turn Grass Path and similar nodes to Dirt if a solid node is placed above it
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing)
if minetest.get_item_group(newnode.name, "solid") ~= 0 then
local below = {x=pos.x, y=pos.y-1, z=pos.z}
local belownode = minetest.get_node(below)
if minetest.get_item_group(belownode.name, "dirtifies_below_solid") == 1 then
minetest.set_node(below, {name="mcl_core:dirt"})
end
end
end)
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minetest.register_abm({
label = "Turn Grass Path below solid block into Dirt",
nodenames = {"mcl_core:grass_path"},
neighbors = {"group:solid"},
interval = 8,
chance = 50,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef and (nodedef.groups and nodedef.groups.solid) then
minetest.set_node(pos, {name = "mcl_core:dirt"})
end
end,
})
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--------------------------
-- Try generate tree ---
--------------------------
local treelight = 9
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local sapling_grow_action = function(trunknode, leafnode, tree_id, soil_needed)
return function(pos)
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local light = minetest.get_node_light(pos)
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local soilnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
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local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling")
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if soiltype >= soil_needed and light and light >= treelight then
-- Increase and check growth stage
local meta = minetest.get_meta(pos)
local stage = meta:get_int("stage")
if stage == nil then stage = 0 end
stage = stage + 1
if stage == 2 then
minetest.set_node(pos, {name="air"})
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mcl_core.generate_tree(pos, trunknode, leafnode, tree_id)
else
meta:set_int("stage", stage)
end
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end
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end
end
-- Attempts to grow the sapling at the specified position
-- pos: Position
-- node: Node table of the node at this position, from minetest.get_node
-- Returns true on success and false on failure
mcl_core.grow_sapling = function(pos, node)
local grow
if node.name == "mcl_core:sapling" then
grow = sapling_grow_action("mcl_core:tree", "mcl_core:leaves", 1, 1)
elseif node.name == "mcl_core:darksapling" then
grow = sapling_grow_action("mcl_core:darktree", "mcl_core:darkleaves", 1, 2)
elseif node.name == "mcl_core:junglesapling" then
grow = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2)
elseif node.name == "mcl_core:acaciasapling" then
grow = sapling_grow_action("mcl_core:acaciatree", "mcl_core:acacialeaves", 4, 2)
elseif node.name == "mcl_core:sprucesapling" then
grow = sapling_grow_action("mcl_core:sprucetree", "mcl_core:spruceleaves", 3, 1)
elseif node.name == "mcl_core:birchsapling" then
grow = sapling_grow_action("mcl_core:birchtree", "mcl_core:birchleaves", 1, 1)
end
if grow then
grow(pos)
return true
else
return false
end
end
-- TODO: Use better tree models for everything
-- TODO: Support 2×2 saplings
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-- Oak tree
minetest.register_abm({
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label = "Oak tree growth",
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nodenames = {"mcl_core:sapling"},
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 1,
action = sapling_grow_action("mcl_core:tree", "mcl_core:leaves", 1, 1),
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})
-- Dark oak tree
minetest.register_abm({
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label = "Dark oak tree growth",
nodenames = {"mcl_core:darksapling"},
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 1,
action = sapling_grow_action("mcl_core:darktree", "mcl_core:darkleaves", 1, 2),
})
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-- Jungle Tree
minetest.register_abm({
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label = "Jungle tree growth",
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nodenames = {"mcl_core:junglesapling"},
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neighbors = {"group:soil_sapling"},
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interval = 20,
chance = 1,
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action = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2)
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})
-- Spruce tree
minetest.register_abm({
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label = "Spruce tree growth",
nodenames = {"mcl_core:sprucesapling"},
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 1,
action = sapling_grow_action("mcl_core:sprucetree", "mcl_core:spruceleaves", 1, 1),
})
-- Birch tree
minetest.register_abm({
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label = "Birch tree growth",
nodenames = {"mcl_core:birchsapling"},
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 1,
action = sapling_grow_action("mcl_core:birchtree", "mcl_core:birchleaves", 1, 1),
})
-- Acacia tree
minetest.register_abm({
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label = "Acacia tree growth",
nodenames = {"mcl_core:acaciasapling"},
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 1,
action = sapling_grow_action("mcl_core:acaciatree", "mcl_core:acacialeaves", 1, 2),
})
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---------------------
-- Vine generating --
---------------------
minetest.register_abm({
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label = "Vines growth",
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nodenames = {"mcl_core:vine"},
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interval = 80,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
local newpos = {x=pos.x, y=pos.y-1, z=pos.z}
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local n = minetest.get_node(newpos)
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if n.name == "air" then
local walldir = node.param2
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minetest.add_node(newpos, {name = "mcl_core:vine", param2 = walldir})
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end
end
})
-- Leaf Decay
-- To enable leaf decay for a node, add it to the "leafdecay" group.
--
-- The rating of the group determines how far from a node in the group "tree"
-- the node can be without decaying.
--
-- If param2 of the node is ~= 0, the node will always be preserved. Thus, if
-- the player places a node of that kind, you will want to set param2=1 or so.
--
-- If the node is in the leafdecay_drop group then the it will always be dropped
-- as an item
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mcl_core.leafdecay_trunk_cache = {}
mcl_core.leafdecay_enable_cache = true
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-- Spread the load of finding trunks
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mcl_core.leafdecay_trunk_find_allow_accumulator = 0
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minetest.register_globalstep(function(dtime)
local finds_per_second = 5000
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mcl_core.leafdecay_trunk_find_allow_accumulator =
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math.floor(dtime * finds_per_second)
end)
minetest.register_abm({
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label = "Leaf decay",
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nodenames = {"group:leafdecay"},
neighbors = {"air", "group:liquid"},
-- A low interval and a high inverse chance spreads the load
interval = 2,
chance = 5,
action = function(p0, node, _, _)
local do_preserve = false
local d = minetest.registered_nodes[node.name].groups.leafdecay
if not d or d == 0 then
return
end
local n0 = minetest.get_node(p0)
if n0.param2 ~= 0 then
-- Prevent leafdecay for player-placed leaves.
-- param2 is set to 1 after it was placed by the player
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return
end
local p0_hash = nil
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if mcl_core.leafdecay_enable_cache then
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p0_hash = minetest.hash_node_position(p0)
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local trunkp = mcl_core.leafdecay_trunk_cache[p0_hash]
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if trunkp then
local n = minetest.get_node(trunkp)
local reg = minetest.registered_nodes[n.name]
-- Assume ignore is a trunk, to make the thing work at the border of the active area
if n.name == "ignore" or (reg and reg.groups.tree and reg.groups.tree ~= 0) then
return
end
-- Cache is invalid
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table.remove(mcl_core.leafdecay_trunk_cache, p0_hash)
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end
end
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if mcl_core.leafdecay_trunk_find_allow_accumulator <= 0 then
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return
end
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mcl_core.leafdecay_trunk_find_allow_accumulator =
mcl_core.leafdecay_trunk_find_allow_accumulator - 1
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-- Assume ignore is a trunk, to make the thing work at the border of the active area
local p1 = minetest.find_node_near(p0, d, {"ignore", "group:tree"})
if p1 then
do_preserve = true
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if mcl_core.leafdecay_enable_cache then
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-- Cache the trunk
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mcl_core.leafdecay_trunk_cache[p0_hash] = p1
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end
end
if not do_preserve then
-- Drop stuff other than the node itself
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local itemstacks = minetest.get_node_drops(n0.name)
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for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then
local p_drop = {
x = p0.x - 0.5 + math.random(),
y = p0.y - 0.5 + math.random(),
z = p0.z - 0.5 + math.random(),
}
minetest.add_item(p_drop, itemname)
end
end
-- Remove node
minetest.remove_node(p0)
core.check_for_falling(p0)
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end
end
})
------------------------
-- Create Color Glass --
------------------------
function mcl_core.add_glass(desc, recipeitem, colorgroup, color)
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minetest.register_node("mcl_core:glass_"..color, {
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description = desc,
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_doc_items_longdesc = "Stained glass is a decorational and mostly transparent block which comes in various different colors.",
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drawtype = "glasslike",
is_ground_content = false,
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tiles = {"xpanes_pane_glass_"..color..".png"},
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inventory_image = minetest.inventorycube("xpanes_pane_glass_"..color..".png"),
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paramtype = "light",
sunlight_propagates = "true",
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use_texture_alpha = true,
stack_max = 64,
-- TODO: Add color to groups
groups = {handy=1, glass=1, building_block=1, material_glass=1},
sounds = mcl_sounds.node_sound_glass_defaults(),
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drop = "",
_mcl_blast_resistance = 1.5,
_mcl_hardness = 0.3,
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})
minetest.register_craft({
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output = 'mcl_core:glass_'..color..' 8',
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recipe = {
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{'mcl_core:glass','mcl_core:glass','mcl_core:glass'},
{'mcl_core:glass',recipeitem,'mcl_core:glass'},
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{'mcl_core:glass','mcl_core:glass','mcl_core:glass'},
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}
})
end