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improve moisture logic
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e1ace4ad01
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c4030115c4
1 changed files with 64 additions and 8 deletions
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@ -50,6 +50,55 @@ local function get_avg_light_level(pos)
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return math.ceil(summary / counter)
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end
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local function get_moisture_level(pos)
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local n = vector.offset(pos, 0, -1, 0)
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local totalm = 1
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for z = -1,1 do
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n.z = pos.z + z
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for x = -1,1 do
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n.x = pos.x + x
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local ndef = minetest.registered_nodes[minetest.get_node(n).name]
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local soil = ndef and ndef.groups.soil or 0
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local m = (soil == 2 and 2) or (soil >= 3 and 4) or 0
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if x ~= 0 and z ~= 0 then m = m * 0.25 end
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totalm = totalm + m
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end
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end
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return totalm
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end
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-- moisture penalty function:
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-- 0.5 if both on the x axis and the z axis the same plant growth
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-- 0.5 if one diagonal neighbor is the same
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-- 1.0 otherwise
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local function get_moisture_penalty(pos)
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local name = minetest.get_node(pos).name
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local n, p = vector.copy(pos), 1
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-- check adjacent points, avoid vector allocations and reduce node accesses
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n.x = pos.x - 1
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local dx = minetest.get_node(n).name == name
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n.x = pos.x + 1
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dx = dx or minetest.get_node(n).name == name
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if dx then
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n.x = pos.x
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n.z = pos.z - 1
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local dz = minetest.get_node(n).name == name
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n.z = pos.z + 1
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dz = dz or minetest.get_node(n).name == name
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if dz then return 0.5 end
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end
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-- check diagonals, clockwise
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n.x, n.z = pos.x - 1, pos.z - 1
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if minetest.get_node(n).name == name then return 0.5 end
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n.x = pos.x + 1
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if minetest.get_node(n).name == name then return 0.5 end
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n.z = pos.z + 1
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if minetest.get_node(n).name == name then return 0.5 end
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n.x = pos.x - 1
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if minetest.get_node(n).name == name then return 0.5 end
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return 1
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end
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function mcl_farming:add_plant(identifier, full_grown, names, interval, chance)
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local plant_info = {}
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plant_info.full_grown = full_grown
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@ -70,8 +119,7 @@ function mcl_farming:add_plant(identifier, full_grown, names, interval, chance)
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interval = interval,
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chance = chance,
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action = function(pos, node)
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local low_speed = minetest.get_node(vector.offset(pos, 0, -1, 0)).name ~= "mcl_farming:soil_wet"
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mcl_farming:grow_plant(identifier, pos, node, 1, false, low_speed)
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mcl_farming:grow_plant(identifier, pos, node, 1, false)
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end,
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})
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end
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@ -82,7 +130,7 @@ end
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-- node: Node table
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-- stages: Number of stages to advance (optional, defaults to 1)
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-- ignore_light: if true, ignore light requirements for growing
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-- low_speed: grow more slowly (not wet), default false
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-- low_speed: grow more slowly (not wet), default false -- OBSOLETE
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-- Returns true if plant has been grown by 1 or more stages.
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-- Returns false if nothing changed.
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function mcl_farming:grow_plant(identifier, pos, node, stages, ignore_light, low_speed)
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@ -96,17 +144,22 @@ function mcl_farming:grow_plant(identifier, pos, node, stages, ignore_light, low
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end
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if not ignore_light and intervals_counter < 1.5 then
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local light = minetest.get_node_light(pos)
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if not light or light < 10 then return false end
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if not light or light < 9 then return false end
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end
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if intervals_counter >= 1.5 then
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local average_light_level = get_avg_light_level(pos)
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if average_light_level < 0.1 then return false end
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if average_light_level < 10 then
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if average_light_level < 9 then
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intervals_counter = intervals_counter * average_light_level / 10
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end
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end
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if low_speed == nil then
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local moisture = get_moisture_level(pos) * get_moisture_penalty(pos)
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if math.random(1, math.floor(25 / moisture) + 1) ~= 1 then return end
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end
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local step = plant_info.step_from_name[node.name]
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if step == nil then return false end
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stages = stages + math.floor(intervals_counter)
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@ -279,7 +332,7 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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chance = grow_chance,
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action = function(stempos)
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local light = minetest.get_node_light(stempos)
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if not light or light <= 10 then return end
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if not light or light < 9 then return end
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-- Pick one neighbor and check if it can be used to grow
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local dir = math.random(1, 4) -- pick direction at random
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local neighbor = (dir == 1 and vector.offset(stempos, 1, 0, 0))
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@ -294,6 +347,10 @@ function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, s
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if not floordef then return end
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if (floordef.groups.grass_block or 0) == 0 and (floordef.groups.dirt or 0) == 0 and (floordef.groups.soil or 0) < 2 then return end -- not suitable for growing
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-- check moisture level
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local moisture = get_moisture_level(stempos) * get_moisture_penalty(stempos)
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if math.random(1, math.floor(25 / moisture) + 1) ~= 1 then return end
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minetest.swap_node(stempos, { name = connected_stem_names[dir] })
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if gourd_def.paramtype2 == "facedir" then
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local p2 = (dir == 1 and 3) or (dir == 2 and 1) or (dir == 3 and 2) or 0
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@ -342,8 +399,7 @@ minetest.register_lbm({
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action = function(pos, node, dtime_s)
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local identifier = plant_nodename_to_id_list[node.name]
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if not identifier then return end
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local low_speed = minetest.get_node(vector.offset(pos, 0, -1, 0)).name ~= "mcl_farming:soil_wet"
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mcl_farming:grow_plant(identifier, pos, node, 0, false, low_speed)
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mcl_farming:grow_plant(identifier, pos, node, 0, false)
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end,
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})
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