-- -- Lavacooling -- mcl_core.cool_lava_source = function(pos) minetest.set_node(pos, {name="mcl_core:obsidian"}) end mcl_core.cool_lava_flowing = function(pos) minetest.set_node(pos, {name="mcl_core:stone"}) end minetest.register_abm({ nodenames = {"mcl_core:lava_flowing"}, neighbors = {"group:water"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) mcl_core.cool_lava_flowing(pos, node, active_object_count, active_object_count_wider) end, }) minetest.register_abm({ nodenames = {"mcl_core:lava_source"}, neighbors = {"group:water"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) mcl_core.cool_lava_source(pos, node, active_object_count, active_object_count_wider) end, }) -- -- Papyrus and cactus growing -- -- Functions mcl_core.grow_cactus = function(pos, node) pos.y = pos.y-1 local name = minetest.get_node(pos).name if minetest.get_item_group(name, "sand") ~= 0 then pos.y = pos.y+1 local height = 0 while minetest.get_node(pos).name == "mcl_core:cactus" and height < 4 do height = height+1 pos.y = pos.y+1 end if height < 3 then if minetest.get_node(pos).name == "air" then minetest.set_node(pos, {name="mcl_core:cactus"}) end end end end mcl_core.grow_reeds = function(pos, node) pos.y = pos.y-1 local name = minetest.get_node(pos).name 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 return end pos.y = pos.y+1 local height = 0 while minetest.get_node(pos).name == "mcl_core:reeds" and height < 3 do height = height+1 pos.y = pos.y+1 end if height < 3 then if minetest.get_node(pos).name == "air" then minetest.set_node(pos, {name="mcl_core:reeds"}) 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 -- Remove attached nodes next to flowing water minetest.register_abm({ nodenames = {"group:dig_by_water"}, neighbors = {"group:water"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) for xp=-1,1 do for zp=-1,1 do local p = {x=pos.x+xp, y=pos.y, z=pos.z+zp} local n = minetest.get_node(p) local d = minetest.registered_nodes[n.name] if (d.groups.water and d.liquidtype == "flowing") then drop_attached_node(pos) minetest.dig_node(pos) break end end end for yp=-1,1 do local p = {x=pos.x, y=pos.y+yp, z=pos.z} local n = minetest.get_node(p) local d = minetest.registered_nodes[n.name] if (d.groups.water and d.liquidtype == "flowing") then drop_attached_node(pos) minetest.dig_node(pos) break end end end, }) minetest.register_abm({ nodenames = {"mcl_core:cactus"}, neighbors = {"group:sand"}, interval = 25, chance = 10, action = function(pos) mcl_core.grow_cactus(pos) end, }) minetest.register_abm({ nodenames = {"mcl_core:reeds"}, neighbors = {"group:soil_sugarcane"}, interval = 25, chance = 10, action = function(pos) mcl_core.grow_reeds(pos) end, }) -- -- Papyrus and cactus drop -- local timber_nodenames={"mcl_core:reeds"} 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} 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 np={x=np.x, y=np.y+1, z=np.z} end end i=i+1 end end) local function air_leaf(leaftype) if math.random(0, 50) == 3 then return {name = "air"} else return {name = leaftype} end end function mcl_core.generate_tree(pos, trunk, leaves, typearbre) pos.y = pos.y-1 local nodename = minetest.get_node(pos).name pos.y = pos.y+1 if not minetest.get_node_light(pos) then return end local node if typearbre == nil or typearbre == 1 then node = {name = ""} for dy=1,4 do pos.y = pos.y+dy if minetest.get_node(pos).name ~= "air" then return end pos.y = pos.y-dy end node = {name = trunk} for dy=0,4 do pos.y = pos.y+dy if minetest.get_node(pos).name == "air" then minetest.add_node(pos, node) 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 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)) end elseif dx == 0 and dz == 0 and dy==4 then 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)) end elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" then minetest.add_node(pos, node) minetest.add_node(pos, air_leaf(leaves)) end else if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then 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)) 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 if minetest.get_node(pos).name ~= "air" then 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 if minetest.get_node(pos).name == "mcl_core:dirt_with_grass" or minetest.get_node(pos).name == "mcl_core:dirt" then else return end pos.x = pos.x+1 --> 1 if minetest.get_node(pos).name == "mcl_core:dirt_with_grass" or minetest.get_node(pos).name == "mcl_core:dirt" then else 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 if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = "mcl_core:vine", param2 = 4}) end pos.x = pos.x+1 if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = "mcl_core:vine", param2 = 4}) end pos.x = pos.x-1 pos.z = pos.z - dz elseif dz == 2 then pos.z = pos.z + dz if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air"then minetest.add_node(pos, {name = "mcl_core:vine", param2 = 5}) end pos.x = pos.x+1 if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = "mcl_core:vine", param2 = 5}) end pos.x = pos.x-1 pos.z = pos.z - dz else pos.z = pos.z + dz pos.x = pos.x-1 if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = "mcl_core:vine", param2 = 2}) end pos.x = pos.x+1 if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = trunk, param2=2}) end pos.x = pos.x+1 if minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = trunk, param2=2}) end pos.x = pos.x+1 if math.random(1, 3) == 1 and minetest.get_node(pos).name == "air" then minetest.add_node(pos, {name = "mcl_core:vine", param2 = 3}) 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 for dx=-4,4 do for dz=-4,4 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 if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" and math.random(1, 2) == 1 then minetest.add_node(pos, node) end elseif dx == 0 and dz == 0 and dy==4 then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" and math.random(1, 5) == 1 then minetest.add_node(pos, node) minetest.add_node(pos, air_leaf(leaves)) end elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" then minetest.add_node(pos, node) end else if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" or minetest.get_node(pos).name == "mcl_core:vine" and math.random(1, 3) == 1 then minetest.add_node(pos, node) end else if math.random(1, 5) == 1 and minetest.get_node(pos).name == "air" then minetest.add_node(pos, node) end end end pos.x = pos.x-dx pos.y = pos.y-dy pos.z = pos.z-dz end end end end end ------------------------------ -- Try generate grass dirt --- ------------------------------ -- turn dirt to dirt with grass minetest.register_abm({ nodenames = {"mcl_core:dirt"}, neighbors = {"air"}, interval = 30, chance = 20, action = function(pos) if pos == nil then return end local can_change = 0 for i=1,4 do local p = {x=pos.x, y=pos.y+i, z=pos.z} local n = minetest.get_node(p) -- On verifie si il y a de l'air if (n.name=="air") then can_change = can_change + 1 end end if can_change > 3 then local light = minetest.get_node_light(pos) if light or light > 10 then minetest.add_node(pos, {name="mcl_core:dirt_with_grass"}) end end end, }) -------------------------- -- Try generate tree --- -------------------------- local treelight = 9 local sapling_grow_action = function(trunknode, leafnode, tree_id, soil_needed) return function(pos) local light = minetest.get_node_light(pos) local soilnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling") 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"}) mcl_core.generate_tree(pos, trunknode, leafnode, tree_id) else meta:set_int("stage", stage) end end end end -- TODO: Use better tree models for everything -- TODO: Support 2×2 saplings -- Oak tree minetest.register_abm({ nodenames = {"mcl_core:sapling"}, neighbors = {"group:soil_sapling"}, interval = 20, chance = 1, action = sapling_grow_action("mcl_core:tree", "mcl_core:leaves", 1, 1), }) -- Dark oak tree minetest.register_abm({ nodenames = {"mcl_core:darksapling"}, neighbors = {"group:soil_sapling"}, interval = 20, chance = 1, action = sapling_grow_action("mcl_core:darktree", "mcl_core:darkleaves", 1, 2), }) -- Jungle Tree minetest.register_abm({ nodenames = {"mcl_core:junglesapling"}, neighbors = {"group:soil_sapling"}, interval = 20, chance = 1, action = sapling_grow_action("mcl_core:jungletree", "mcl_core:jungleleaves", 1, 2) }) -- Spruce tree minetest.register_abm({ 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({ 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({ nodenames = {"mcl_core:acaciasapling"}, neighbors = {"group:soil_sapling"}, interval = 20, chance = 1, action = sapling_grow_action("mcl_core:acaciatree", "mcl_core:acacialeaves", 1, 2), }) --------------------- -- Vine generating -- --------------------- minetest.register_abm({ nodenames = {"mcl_core:vine"}, 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} local n = minetest.get_node(newpos) if n.name == "air" then local walldir = node.param2 minetest.add_node(newpos, {name = "mcl_core:vine", param2 = walldir}) 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 mcl_core.leafdecay_trunk_cache = {} mcl_core.leafdecay_enable_cache = true -- Spread the load of finding trunks mcl_core.leafdecay_trunk_find_allow_accumulator = 0 minetest.register_globalstep(function(dtime) local finds_per_second = 5000 mcl_core.leafdecay_trunk_find_allow_accumulator = math.floor(dtime * finds_per_second) end) minetest.register_abm({ 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 return end local p0_hash = nil if mcl_core.leafdecay_enable_cache then p0_hash = minetest.hash_node_position(p0) local trunkp = mcl_core.leafdecay_trunk_cache[p0_hash] 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 table.remove(mcl_core.leafdecay_trunk_cache, p0_hash) end end if mcl_core.leafdecay_trunk_find_allow_accumulator <= 0 then return end mcl_core.leafdecay_trunk_find_allow_accumulator = mcl_core.leafdecay_trunk_find_allow_accumulator - 1 -- 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 if mcl_core.leafdecay_enable_cache then -- Cache the trunk mcl_core.leafdecay_trunk_cache[p0_hash] = p1 end end if not do_preserve then -- Drop stuff other than the node itself local itemstacks = minetest.get_node_drops(n0.name) 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) end end }) ------------------------ -- Create Color Glass -- ------------------------ function mcl_core.add_glass(desc, recipeitem, color) minetest.register_node("mcl_core:glass_"..color, { description = desc, _doc_items_longdesc = "Stained glass is a decorational and mostly transparent block which comes in various different colors.", drawtype = "glasslike", is_ground_content = false, tiles = {"xpanes_pane_glass_"..color..".png"}, inventory_image = minetest.inventorycube("xpanes_pane_glass_"..color..".png"), paramtype = "light", use_texture_alpha = true, stack_max = 64, groups = {handy=1, glass=1, building_block=1, material_glass=1}, sounds = mcl_sounds.node_sound_glass_defaults(), drop = "", _mcl_blast_resistance = 1.5, _mcl_hardness = 0.3, }) minetest.register_craft({ output = 'mcl_core:glass_'..color..' 8', recipe = { {'mcl_core:glass','mcl_core:glass','mcl_core:glass'}, {'mcl_core:glass','group:dye,'..recipeitem,'mcl_core:glass'}, {'mcl_core:glass','mcl_core:glass','mcl_core:glass'}, } }) end