-- Possible future improvements: -- * rewrite to use node timers instead of ABMs, but needs benchmarking -- * redesign the catch-up logic -- * switch to exponentially-weighted moving average for light instead using a single variable to conserve IO -- local math = math local vector = vector local random = math.random local floor = math.floor local plant_lists = {} mcl_farming.plant_lists = plant_lists -- export local plant_nodename_to_id = {} -- map nodes to plants local plant_step_from_name = {} -- map nodes to growth steps local growth_factor = tonumber(minetest.settings:get("vl_plant_growth")) or 1.0 -- wetness of the surroundings -- dry farmland = 1 point -- wet farmland = 3 points -- center point gives + 1 point, so 2 resp. 4 -- neighbors only 25% local function get_moisture_level(pos) local n = vector.offset(pos, 0, -1, 0) local totalm = 1 for z = -1,1 do n.z = pos.z + z for x = -1,1 do n.x = pos.x + x local ndef = minetest.registered_nodes[minetest.get_node(n).name] local soil = ndef and ndef.groups.soil if soil and soil >= 2 then local m = soil > 2 and 3 or 1 -- corners have less weight if x ~= 0 or z ~= 0 then m = m * 0.25 end totalm = totalm + m end end end return totalm end -- moisture penalty function: -- 0.5 if both on the x axis and the z axis at least one of the same plants grows -- 0.5 if at least one diagonal neighbor is the same -- 1.0 otherwise -- we cannot use the names directly, because growth is encoded in the names local function get_same_crop_penalty(pos) local name = minetest.get_node(pos).name local plant = plant_nodename_to_id[name] if not plant then return 1 end local n = vector.copy(pos) -- check adjacent positions, avoid vector allocations and reduce node accesses n.x = pos.x - 1 local dx = plant_nodename_to_id[minetest.get_node(n).name] == plant n.x = pos.x + 1 dx = dx or plant_nodename_to_id[minetest.get_node(n).name] == plant if dx then -- no need to check z otherwise n.x = pos.x n.z = pos.z - 1 local dz = plant_nodename_to_id[minetest.get_node(n).name] == plant n.z = pos.z + 1 dz = dz or plant_nodename_to_id[minetest.get_node(n).name] == plant if dz then return 0.5 end end -- check diagonals, clockwise n.x, n.z = pos.x - 1, pos.z - 1 if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end n.x = pos.x + 1 if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end n.z = pos.z + 1 if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end n.x = pos.x - 1 if plant_nodename_to_id[minetest.get_node(n).name] == plant then return 0.5 end return 1 end function mcl_farming:add_plant(identifier, full_grown, names, interval, chance) interval = growth_factor > 0 and (interval / growth_factor) or 0 local plant_info = {} plant_info.full_grown = full_grown plant_info.names = names plant_info.interval = interval plant_info.chance = chance plant_nodename_to_id[full_grown] = identifier for _, nodename in pairs(names) do plant_nodename_to_id[nodename] = identifier end for i, name in ipairs(names) do plant_step_from_name[name] = i end plant_lists[identifier] = plant_info if interval == 0 then return end -- growth disabled minetest.register_abm({ label = string.format("Farming plant growth (%s)", identifier), nodenames = names, interval = interval, chance = chance, action = function(pos, node) mcl_farming:grow_plant(identifier, pos, node, 1, false) end, }) end -- Attempts to advance a plant at pos by one or more growth stages (if possible) -- identifier: Identifier of plant as defined by mcl_farming:add_plant -- pos: Position -- node: Node table -- stages: Number of stages to advance (optional, defaults to 1) -- ignore_light_water: if true, ignore light and water requirements for growing -- Returns true if plant has been grown by 1 or more stages. -- Returns false if nothing changed. function mcl_farming:grow_plant(identifier, pos, node, stages, ignore_light_water) -- number of missed interval ticks, for catch-up in block loading local plant_info = plant_lists[identifier] if not plant_info then return end if not ignore_light_water then if (minetest.get_node_light(pos, 0.5) or 0) < 0 then return false end -- day light local odds = floor(25 / (get_moisture_level(pos) * get_same_crop_penalty(pos))) + 1 for i = 1,stages do -- compared to info from the MC wiki, our ABM runs a third as often, hence we use triple the chance if random() * odds >= 3 then stages = stages - 1 end end end if stages == 0 then return false end local step = plant_step_from_name[node.name] if step == nil then return false end minetest.set_node(pos, { name = plant_info.names[step + stages] or plant_info.full_grown, param = node.param, param2 = node.param2, }) return true end function mcl_farming:place_seed(itemstack, placer, pointed_thing, plantname) local pt = pointed_thing if not pt or pt.type ~= "node" then return end -- Use pointed node's on_rightclick function first, if present local node = minetest.get_node(pt.under) if placer and not placer:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pt.under, node, placer, itemstack) or itemstack end end if minetest.get_node(pt.above).name ~= "air" then return end local farmland = minetest.registered_nodes[minetest.get_node(vector.offset(pt.above, 0, -1, 0)).name] if not farmland or (farmland.groups.soil or 0) < 2 then return end minetest.sound_play(minetest.registered_nodes[plantname].sounds.place, { pos = pt.above }, true) minetest.add_node(pt.above, { name = plantname, param2 = minetest.registered_nodes[plantname].place_param2 }) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item() end return itemstack end --[[ Helper function to create a gourd (e.g. melon, pumpkin), the connected stem nodes as - full_unconnected_stem: itemstring of the full-grown but unconnected stem node. This node must already be done - connected_stem_basename: prefix of the itemstrings used for the 4 connected stem nodes to create - stem_itemstring: Desired itemstring of the fully-grown unconnected stem node - stem_def: Partial node definition of the fully-grown unconnected stem node. Many fields are already defined. You need to add `tiles` and `description` at minimum. Don't define on_construct without good reason - stem_drop: Drop probability table for all stem - gourd_itemstring: Desired itemstring of the full gourd node - gourd_def: (almost) full definition of the gourd node. This function will add on_construct and after_destruct to the definition for unconnecting any connected stems - grow_interval: Will attempt to grow a gourd periodically at this interval in seconds - grow_chance: Chance of 1/grow_chance to grow a gourd next to the full unconnected stem after grow_interval has passed. Must be a natural number - connected_stem_texture: Texture of the connected stem ]] function mcl_farming:add_gourd(full_unconnected_stem, connected_stem_basename, stem_itemstring, stem_def, stem_drop, gourd_itemstring, gourd_def, grow_interval, grow_chance, connected_stem_texture) grow_interval = growth_factor > 0 and (grow_interval / growth_factor) or 0 local connected_stem_names = { connected_stem_basename .. "_r", connected_stem_basename .. "_l", connected_stem_basename .. "_t", connected_stem_basename .. "_b" } -- Register gourd if not gourd_def.after_destruct then gourd_def.after_destruct = function(blockpos, oldnode) -- Disconnect any connected stems, turning them back to normal stems -- four directions, but avoid using a table -- opposite directions to above, as we go from groud to stem now! local stempos = vector.offset(blockpos, -1, 0, 0) if minetest.get_node(stempos).name == connected_stem_names[1] then minetest.swap_node(stempos, { name = full_unconnected_stem }) end local stempos = vector.offset(blockpos, 1, 0, 0) if minetest.get_node(stempos).name == connected_stem_names[2] then minetest.swap_node(stempos, { name = full_unconnected_stem }) end local stempos = vector.offset(blockpos, 0, 0, -1) if minetest.get_node(stempos).name == connected_stem_names[3] then minetest.swap_node(stempos, { name = full_unconnected_stem }) end local stempos = vector.offset(blockpos, 0, 0, 1) if minetest.get_node(stempos).name == connected_stem_names[4] then minetest.swap_node(stempos, { name = full_unconnected_stem }) end end end minetest.register_node(gourd_itemstring, gourd_def) -- Register unconnected stem -- Default values for the stem definition if not stem_def.selection_box then stem_def.selection_box = { type = "fixed", fixed = { { -0.15, -0.5, -0.15, 0.15, 0.5, 0.15 } } } end stem_def.paramtype = stem_def.paramtype or "light" stem_def.drawtype = stem_def.drawtype or "plantlike" stem_def.walkable = stem_def.walkable or false stem_def.sunlight_propagates = stem_def.sunlight_propagates == nil or stem_def.sunlight_propagates stem_def.drop = stem_def.drop or stem_drop stem_def.groups = stem_def.groups or { dig_immediate = 3, not_in_creative_inventory = 1, plant = 1, attached_node = 1, dig_by_water = 1, destroy_by_lava_flow = 1 } stem_def.sounds = stem_def.sounds or mcl_sounds.node_sound_leaves_defaults() minetest.register_node(stem_itemstring, stem_def) plant_nodename_to_id[stem_itemstring] = stem_itemstring -- Register connected stems local connected_stem_tiles = { { "blank.png", -- top "blank.png", -- bottom "blank.png", -- right "blank.png", -- left connected_stem_texture, -- back connected_stem_texture .. "^[transformFX" -- front }, { "blank.png", -- top "blank.png", -- bottom "blank.png", -- right "blank.png", -- left connected_stem_texture .. "^[transformFX", -- back connected_stem_texture, -- front }, { "blank.png", -- top "blank.png", -- bottom connected_stem_texture .. "^[transformFX", -- right connected_stem_texture, -- left "blank.png", -- back "blank.png", -- front }, { "blank.png", -- top "blank.png", -- bottom connected_stem_texture, -- right connected_stem_texture .. "^[transformFX", -- left "blank.png", -- back "blank.png", -- front } } local connected_stem_nodebox = { { -0.5, -0.5, 0, 0.5, 0.5, 0 }, { -0.5, -0.5, 0, 0.5, 0.5, 0 }, { 0, -0.5, -0.5, 0, 0.5, 0.5 }, { 0, -0.5, -0.5, 0, 0.5, 0.5 }, } local connected_stem_selectionbox = { { -0.1, -0.5, -0.1, 0.5, 0.2, 0.1 }, { -0.5, -0.5, -0.1, 0.1, 0.2, 0.1 }, { -0.1, -0.5, -0.1, 0.1, 0.2, 0.5 }, { -0.1, -0.5, -0.5, 0.1, 0.2, 0.1 }, } for i = 1, 4 do minetest.register_node(connected_stem_names[i], { _doc_items_create_entry = false, paramtype = "light", sunlight_propagates = true, walkable = false, drop = stem_drop, drawtype = "nodebox", node_box = { type = "fixed", fixed = connected_stem_nodebox[i] }, selection_box = { type = "fixed", fixed = connected_stem_selectionbox[i] }, tiles = connected_stem_tiles[i], use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true, groups = { dig_immediate = 3, not_in_creative_inventory = 1, plant = 1, attached_node = 1, dig_by_water = 1, destroy_by_lava_flow = 1 }, sounds = mcl_sounds.node_sound_leaves_defaults(), _mcl_blast_resistance = 0, }) plant_nodename_to_id[connected_stem_names[i]] = stem_itemstring if minetest.get_modpath("doc") then doc.add_entry_alias("nodes", full_unconnected_stem, "nodes", connected_stem_names[i]) end end if grow_interval == 0 then return end minetest.register_abm({ label = "Grow gourd stem to gourd (" .. full_unconnected_stem .. " → " .. gourd_itemstring .. ")", nodenames = { full_unconnected_stem }, neighbors = { "air" }, interval = grow_interval, chance = grow_chance, action = function(stempos) local light = minetest.get_node_light(stempos, 0.5) if not light or light < 9 then return end -- Pick one neighbor and check if it can be used to grow local dir = random(1, 4) -- pick direction at random local neighbor = (dir == 1 and vector.offset(stempos, 1, 0, 0)) or (dir == 2 and vector.offset(stempos, -1, 0, 0)) or (dir == 3 and vector.offset(stempos, 0, 0, 1)) or vector.offset(stempos, 0, 0, -1) if minetest.get_node(neighbor).name ~= "air" then return end -- occupied -- check for suitable floor -- in contrast to MC, we think everything solid is fine local floorpos = vector.offset(neighbor, 0, -1, 0) local floorname = minetest.get_node(floorpos).name local floordef = minetest.registered_nodes[floorname] if not floordef or not floordef.walkable then return end -- check moisture level local odds = floor(25 / (get_moisture_level(stempos) * get_same_crop_penalty(stempos))) + 1 -- we triple the odds, and rather call the ABM less often if random() * odds >= 3 then return end minetest.swap_node(stempos, { name = connected_stem_names[dir] }) if gourd_def.paramtype2 == "facedir" then local p2 = (dir == 1 and 3) or (dir == 2 and 1) or (dir == 3 and 2) or 0 minetest.add_node(neighbor, { name = gourd_itemstring, param2 = p2 }) else minetest.add_node(neighbor, { name = gourd_itemstring }) end -- Reset farmland, etc. to dirt when the gourd grows on top if (floordef.groups.dirtifies_below_solid or 0) > 0 then minetest.set_node(floorpos, { name = "mcl_core:dirt" }) end end, }) end -- Used for growing gourd stems. Returns the intermediate color between startcolor and endcolor at a step -- * startcolor: ColorSpec in table form for the stem in its lowest growing stage -- * endcolor: ColorSpec in table form for the stem in its final growing stage -- * step: The nth growth step. Counting starts at 1 -- * step_count: The number of total growth steps function mcl_farming:stem_color(startcolor, endcolor, step, step_count) local mix = (step - 1) / (step_count - 1) return string.format("#%02X%02X%02X", math.max(0, math.min(255, math.round((1 - mix) * startcolor.r + mix * endcolor.r))), math.max(0, math.min(255, math.round((1 - mix) * startcolor.g + mix * endcolor.g))), math.max(0, math.min(255, math.round((1 - mix) * startcolor.b + mix * endcolor.b)))) end --[[Get a callback that either eats the item or plants it. Used for on_place callbacks for craft items which are seeds that can also be consumed. ]] function mcl_farming:get_seed_or_eat_callback(plantname, hp_change) return function(itemstack, placer, pointed_thing) return mcl_farming:place_seed(itemstack, placer, pointed_thing, plantname) or minetest.do_item_eat(hp_change, nil, itemstack, placer, pointed_thing) end end minetest.register_lbm({ label = "Add growth for unloaded farming plants", name = "mcl_farming:growth", nodenames = { "group:plant" }, run_at_every_load = true, action = function(pos, node, dtime_s) local identifier = plant_nodename_to_id[node.name] if not identifier then return end local plant_info = plant_lists[identifier] if not plant_info then return end local rolls = floor(dtime_s / plant_info.interval) if rolls <= 0 then return end -- simulate how often the block will be ticked local stages = 0 for i = 1,rolls do if random(1, plant_info.chance) == 1 then stages = stages + 1 end end if stages > 0 then mcl_farming:grow_plant(identifier, pos, node, stages, false) end end, })