local modpath = minetest.get_modpath(minetest.get_current_modname()) local mg_name = minetest.get_mapgen_setting("mg_name") local random = math.random local sqrt = math.sqrt local floor = math.floor local ceil = math.ceil local abs = math.abs local max = math.max local vector_new = vector.new local vector_zero = vector.zero local vector_offset = vector.offset local vector_copy = vector.copy local vector_add = vector.add local vector_subtract = vector.subtract local vector_distance = vector.distance local OAK_TREE_ID = 1 local DARK_OAK_TREE_ID = 2 local SPRUCE_TREE_ID = 3 local ACACIA_TREE_ID = 4 local JUNGLE_TREE_ID = 5 local BIRCH_TREE_ID = 6 minetest.register_abm({ label = "Lava cooling", nodenames = {"group:lava"}, neighbors = {"group:water"}, interval = 1, chance = 1, min_y = mcl_vars.mg_end_min, action = function(pos, node, active_object_count, active_object_count_wider) local water = minetest.find_nodes_in_area(vector_offset(pos, -1, -1, -1), vector_offset(pos, 1, 1, 1), "group:water") 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}, true) -- 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}, true) -- Lava source 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}, true) -- water above flowing lava: Lava turns into cobblestone elseif 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}, true) end end end, }) -- -- Papyrus and cactus growing -- function grow_cactus(pos, node) pos.y = pos.y - 1 -- below if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then return end pos.y = pos.y + 2 -- above local above = minetest.get_node(pos).name if above == "air" then minetest.set_node(pos, {name="mcl_core:cactus"}) return end if above ~= "mcl_core:cactus" then return end pos.y = pos.y + 1 -- at max height 3 if minetest.get_node(pos).name == "air" then minetest.set_node(pos, {name="mcl_core:cactus"}) end end function grow_reeds(pos, node) pos.y = pos.y - 1 -- below if minetest.get_item_group(minetest.get_node(pos).name, "soil_sugarcane") == 0 then return end pos.y = pos.y + 2 -- above local above = minetest.get_node(pos).name if above == "air" then pos.y = pos.y - 1 -- original position, check for water if minetest.find_node_near(pos, 1, {"group:water", "group:frosted_ice"}) == nil then return end pos.y = pos.y + 1 -- above minetest.set_node(pos, {name="mcl_core:reeds"}) return end if above ~= "mcl_core:reeds" then return end pos.y = pos.y + 1 -- at max height 3 if minetest.get_node(pos).name == "air" then pos.y = pos.y - 2 -- original position, check for water if minetest.find_node_near(pos, 1, {"group:water", "group:frosted_ice"}) == nil then return end pos.y = pos.y + 2 -- above minetest.set_node(pos, {name="mcl_core:reeds"}) end end -- ABMs local function drop_attached_node(p) local nn = minetest.get_node(p).name if nn == "air" or nn == "ignore" then return end minetest.remove_node(p) for _, item in pairs(minetest.get_node_drops(nn, "")) do if item ~= "" then minetest.add_item(vector_offset(p, random() * 0.5 - 0.25, random() * 0.5 - 0.25, random() * 0.5 - 0.25), item) end end end -- Helper function for node actions for liquid flow local function liquid_flow_action(pos, group, action) local function check_detach(pos, xp, yp, zp) local n = minetest.get_node_or_nil(vector_offset(pos, xp, yp, zp)) local d = n and minetest.registered_nodes[n.name] if not d then return false end --[[ 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 ]] local range = d.liquid_range or 8 if minetest.get_item_group(n.name, group) ~= 0 and (yp > 0 or (yp == 0 and (d.liquidtype == "source" or (n.param2 > 8-range and n.param2 < 9)))) then action(pos) end end check_detach(pos, -1, 0, 0) check_detach(pos, 1, 0, 0) check_detach(pos, 0, 0, -1) check_detach(pos, 0, 0, 1) check_detach(pos, 0, 1, 0) 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.remove_node(pos) end) end, }) -- Destroy some nodes next to flowing lava, if it would flow into the node minetest.register_abm({ label = "Destroy destroy_by_lava_flow nodes by lava flow", nodenames = {"group:destroy_by_lava_flow"}, neighbors = {"group:lava"}, interval = 1, chance = 5, 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}, true) minetest.check_for_falling(pos) end) end, }) -- Cactus mechanisms minetest.register_abm({ label = "Cactus growth", nodenames = {"mcl_core:cactus"}, neighbors = {"group:sand"}, interval = 25, chance = 40, action = grow_cactus }) local function is_walkable(pos) local ndef = minetest.registered_nodes[minetest.get_node(pos).name] return ndef and ndef.walkable end minetest.register_abm({ label = "Cactus mechanisms", nodenames = {"mcl_core:cactus"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) for _, object in pairs(minetest.get_objects_inside_radius(pos, 0.9)) do local entity = object:get_luaentity() if entity and entity.name == "__builtin:item" then object:remove() end end if is_walkable(vector_offset(pos, 1, 0, 0)) or is_walkable(vector_offset(pos, -1, 0, 0)) or is_walkable(vector_offset(pos, 0, 0, 1)) or is_walkable(vector_offset(pos, 0, 0, -1)) then local lpos = vector_copy(pos) local dx, dy while true do local node = minetest.get_node(lpos) if not node or node.name ~= "mcl_core:cactus" then break end -- minetest.dig_node ignores protected nodes and causes infinite drop (#4628) minetest.remove_node(lpos) dx = dx or ((random(0,1)-0.5) * sqrt(random())) * 1.5 dy = dy or ((random(0,1)-0.5) * sqrt(random())) * 1.5 local obj = minetest.add_item(vector_offset(lpos, dx, 0.25, dy), "mcl_core:cactus") obj:set_velocity(vector_new(dx, 1, dy)) lpos.y = lpos.y + 1 end end end, }) minetest.register_abm({ label = "Sugar canes growth", nodenames = {"mcl_core:reeds"}, neighbors = {"group:soil_sugarcane"}, interval = 25, chance = 40, action = grow_reeds }) -- -- Sugar canes drop -- minetest.register_on_dignode(function(pos, node) local name = "mcl_core:reeds" local np = vector_offset(pos, 0, 1, 0) while minetest.get_node(np).name == name do minetest.remove_node(np) minetest.add_item(np, name) np.y = np.y + 1 end end) -- Check if a node stops a tree from growing. Torches, plants, wood, tree, -- leaves and dirt does not affect tree growth. local function node_stops_growth(node) if node.name == "air" then return false end local def = minetest.registered_nodes[node.name] local groups = def and def.groups if not groups then return true end return not (groups.leaves or groups.wood or groups.tree or groups.plant or groups.dirt or groups.torch or groups.bark) end -- Check if a tree can grow at position. The width is the width to check -- around the tree. A width of 3 and height of 5 will check a 3x3 area, 5 -- nodes above the sapling. If any walkable node other than dirt, wood or -- leaves occurs in those blocks the tree cannot grow. local function check_growth_width(pos, width, height) -- Huge tree (with even width to check) will check one more node in -- positive x and y directions. local neg_space, pos_space = floor((width - 1) * 0.5), ceil((width - 1) * 0.5) for x = -neg_space, pos_space do for z = -neg_space, pos_space do for y = 1, height do if node_stops_growth(minetest.get_node(vector_offset(pos, x, y, z))) then return false end end end end return true end mcl_core.check_growth_width = check_growth_width -- Check if a tree with id can grow at a position. Options is a table of flags -- for varieties of trees. The 'two_by_two' option is used to check if there is -- room to generate huge trees for spruce and jungle. The 'balloon' option is -- used to check if there is room to generate a balloon tree for oak. local function check_tree_growth(pos, tree_id, options) local two_by_two = options and options.two_by_two local balloon = options and options.balloon if tree_id == OAK_TREE_ID then if balloon then return check_growth_width(pos, 7, 11) else return check_growth_width(pos, 3, 5) end elseif tree_id == BIRCH_TREE_ID then return check_growth_width(pos, 3, 6) elseif tree_id == SPRUCE_TREE_ID then if two_by_two then return check_growth_width(pos, 6, 20) else return check_growth_width(pos, 5, 11) end elseif tree_id == JUNGLE_TREE_ID then if two_by_two then return check_growth_width(pos, 8, 23) else return check_growth_width(pos, 3, 8) end elseif tree_id == ACACIA_TREE_ID then return check_growth_width(pos, 7, 8) elseif tree_id == DARK_OAK_TREE_ID and two_by_two then return check_growth_width(pos, 4, 7) end return false end -- Generates a tree with a type. Options is a table of flags for varieties of -- trees. The 'two_by_two' option is used by jungle and spruce trees to -- generate huge trees. The 'balloon' option is used by oak to generate a balloon -- oak tree. function mcl_core.generate_tree(pos, tree_type, options) if not minetest.get_node_light(pos) then return end local two_by_two = options and options.two_by_two local balloon = options and options.balloon if tree_type == nil or tree_type == OAK_TREE_ID then if mg_name == "v6" then mcl_core.generate_v6_oak_tree(pos) else if balloon then mcl_core.generate_balloon_oak_tree(pos) else mcl_core.generate_oak_tree(pos) end end elseif tree_type == DARK_OAK_TREE_ID then mcl_core.generate_dark_oak_tree(pos) elseif tree_type == SPRUCE_TREE_ID then if two_by_two then mcl_core.generate_huge_spruce_tree(pos) else if mg_name == "v6" then mcl_core.generate_v6_spruce_tree(pos) else mcl_core.generate_spruce_tree(pos) end end elseif tree_type == ACACIA_TREE_ID then mcl_core.generate_acacia_tree(pos) elseif tree_type == JUNGLE_TREE_ID then if two_by_two then mcl_core.generate_huge_jungle_tree(pos) else if mg_name == "v6" then mcl_core.generate_v6_jungle_tree(pos) else mcl_core.generate_jungle_tree(pos) end end elseif tree_type == BIRCH_TREE_ID then mcl_core.generate_birch_tree(pos) end mcl_core.update_sapling_foliage_colors(pos) end -- Classic oak in v6 style function mcl_core.generate_v6_oak_tree(p) local pos = vector_copy(p) for dy = 0, 4 do pos.y = p.y + dy if minetest.get_node(pos).name ~= "air" then return end end local trunk = {name = "mcl_core:tree" } for dy = 0, 4 do pos.y = p.y + dy minetest.add_node(pos, trunk) end local leaves = { name = "mcl_core:leaves" } for dx = -2, 2 do for dz = -2, 2 do for dy = 3, 6 do pos.x, pos.y, pos.z = p.x + dx, p.y + dy, p.z + dz if dy == 6 then if dx == 0 and dz == 0 and minetest.get_node(pos).name == "air" and random(1, 5) <= 4 then minetest.add_node(pos, leaves) end elseif abs(dx) ~= 2 and abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" then minetest.add_node(pos, leaves) end elseif abs(dx) ~= 2 or abs(dz) ~= 2 then if minetest.get_node(pos).name == "air" and random(1, 5) <= 4 then minetest.add_node(pos, leaves) end end end end end end -- Ballon Oak function mcl_core.generate_balloon_oak_tree(pos) if random(1, 12) == 1 then -- Small balloon oak minetest.place_schematic(vector_offset(pos, -2, -1, -2), modpath .. "/schematics/mcl_core_oak_balloon.mts", "random", nil, false) return end -- Large balloon oak local t = random(1, 4) local path = modpath .. "/schematics/mcl_core_oak_large_"..t..".mts" if t == 1 or t == 3 then minetest.place_schematic(vector_offset(pos, -3, -1, -3), path, "random", nil, false) elseif t == 2 or t == 4 then minetest.place_schematic(vector_offset(pos, -4, -1, -4), path, "random", nil, false) end end -- Oak local path_oak_tree = modpath.."/schematics/mcl_core_oak_classic.mts" function mcl_core.generate_oak_tree(pos) minetest.place_schematic(vector_offset(pos, -2, -1, -2 ), path_oak_tree, "random", nil, false) end -- Birch function mcl_core.generate_birch_tree(pos) minetest.place_schematic(vector_offset(pos, -2, -1, -2), modpath .. "/schematics/mcl_core_birch.mts", "random", nil, false) 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_v6_spruce_tree(pos) local x, y, z = pos.x, pos.y, pos.z local maxy = y + 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(vector_offset(pos, -3, 0, -3), vector_offset(pos, 3, maxy - y + 3, 3)) local a = VoxelArea:new(minp, 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) for xx = x - dev, x + dev do if 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 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) -- Lower branches layer local my = 0 for i = 1, 20 do -- Random 2x2 squares of leaves local xi = x + random(-3, 2) local yy = maxy + random(-6, -5) local zi = z + random(-3, 2) if yy > my then my = yy end for zz = zi, zi + 1 do local vi = a:index(xi, yy, zz) for xx = xi, xi + 1 do add_spruce_leaves(data, vi, c_air, c_ignore, c_snow, c_spruce_leaves) vi = vi + 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) for xx = x - dev, x + dev do if 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 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() end function mcl_core.generate_spruce_tree(pos) minetest.place_schematic(vector_offset(pos, -3, -1, -3), modpath .. "/schematics/mcl_core_spruce_"..random(1, 3)..".mts", "0", nil, false) end local function find_necorner(p) local n = minetest.get_node_or_nil(vector_offset(p, 0, 1, 1)) local e = minetest.get_node_or_nil(vector_offset(p, 1, 1, 0)) if n and n.name == "mcl_core:sprucetree" then p = vector_offset(p, 0, 0, 1) end if e and e.name == "mcl_core:sprucetree" then p = vector_offset(p, 1, 0, 0) end return p end local function generate_spruce_podzol(ps) local pos = find_necorner(ps) local pos1, pos2 = vector_offset(pos, -6, -6, -6), vector_offset(pos, 6, 6, 6) local nn = minetest.find_nodes_in_area_under_air(pos1, pos2, {"group:dirt"}) for k,v in pairs(nn) do if not (abs(pos.x - v.x) == 6 and abs(pos.z - v.z) == 6) and random(vector_distance(pos,v)) < 4 then --leave out the corners minetest.set_node(v, {name="mcl_core:podzol"}) end end end function mcl_core.generate_huge_spruce_tree(pos) local r1, r2 = random(1, 2), random(1, 4) local path, offset if r1 <= 2 then -- Mega Spruce Taiga (full canopy) path = modpath.."/schematics/mcl_core_spruce_huge_"..r2..".mts" offset = vector_offset(pos, -4, -1, -5) else -- Mega Taiga (leaves only at top) if r2 == 1 or r2 == 3 then offset = vector_offset(pos, -3, -1, -4) else offset = vector_offset(pos, -4, -1, -5) end path = modpath.."/schematics/mcl_core_spruce_huge_up_"..r2..".mts" end minetest.place_schematic(offset, path, "0", nil, false) generate_spruce_podzol(pos) end -- END of spruce tree functions -- -- Acacia tree (multiple variants) function mcl_core.generate_acacia_tree(pos) local r = random(1, 7) local path, offset = modpath.."/schematics/mcl_core_acacia_"..r..".mts", nil if r == 1 or r == 5 then offset = vector_offset(pos, -5, -1, -5) elseif r == 2 or r == 3 then offset = vector_offset(pos, -4, -1, -4) elseif r == 4 or r == 6 or r == 7 then offset = vector_offset(pos, -3, -1, -3) end minetest.place_schematic(offset, path, "random", nil, false) end -- Generate dark oak tree with 2x2 trunk. -- With pos being the lower X and the higher Z value of the trunk function mcl_core.generate_dark_oak_tree(pos) minetest.place_schematic(vector_offset(pos, -3, -1, -4), modpath.."/schematics/mcl_core_dark_oak.mts", "random", nil, false) end -- Helper function for jungle tree, from Minetest Game 0.4.15 local function add_trunk_and_leaves(data, a, pos, tree_cid, leaves_cid, height, size, iters) local x, y, z = pos.x, pos.y, pos.z local c_air = minetest.CONTENT_AIR local c_ignore = minetest.CONTENT_IGNORE -- Trunk data[a:index(x, y, z)] = tree_cid -- Force-place lowest trunk node to replace sapling for yy = y + 1, y + height - 1 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 == leaves_cid then data[vi] = tree_cid end end -- Force leaves near the trunk for z_dist = -1, 1 do for y_dist = -size, 1 do local vi = a:index(x - 1, y + height + y_dist, z + z_dist) for x_dist = -1, 1 do if data[vi] == c_air or data[vi] == c_ignore then data[vi] = leaves_cid end vi = vi + 1 end end end -- Randomly add leaves in 2x2x2 clusters. for i = 1, iters do local clust_x = x + random(-size, size - 1) local clust_y = y + height + random(-size, 0) local clust_z = z + random(-size, size - 1) for xi = 0, 1 do for yi = 0, 1 do for zi = 0, 1 do local vi = a:index(clust_x + xi, clust_y + yi, clust_z + zi) if data[vi] == c_air or data[vi] == c_ignore then data[vi] = leaves_cid end end end end end end -- Old jungle tree grow function from Minetest Game 0.4.15, imitating v6 jungle trees function mcl_core.generate_v6_jungle_tree(pos) --[[ NOTE: Jungletree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet --]] local x, y, z = pos.x, pos.y, pos.z local height = random(8, 12) local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_jungletree = minetest.get_content_id("mcl_core:jungletree") local c_jungleleaves = minetest.get_content_id("mcl_core:jungleleaves") local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map(vector_offset(pos, -3, -1, -3), vector_offset(pos, 3, 1, 3)) local a = VoxelArea:new(minp, maxp) local data = vm:get_data() add_trunk_and_leaves(data, a, pos, c_jungletree, c_jungleleaves, height, 3, 30) -- Roots for z_dist = -1, 1 do local vi_1 = a:index(x - 1, y - 1, z + z_dist) local vi_2 = a:index(x - 1, y, z + z_dist) for x_dist = -1, 1 do if random(1, 3) >= 2 then if data[vi_1] == c_air or data[vi_1] == c_ignore then data[vi_1] = c_jungletree elseif data[vi_2] == c_air or data[vi_2] == c_ignore then data[vi_2] = c_jungletree end end vi_1 = vi_1 + 1 vi_2 = vi_2 + 1 end end vm:set_data(data) vm:write_to_map() end function mcl_core.generate_jungle_tree(pos) minetest.place_schematic(vector_offset(pos, -2, -1, -2), modpath.."/schematics/mcl_core_jungle_tree.mts", "random", nil, false) end -- Generate huge jungle tree with 2x2 trunk. -- With pos being the lower X and the higher Z value of the trunk. function mcl_core.generate_huge_jungle_tree(pos) minetest.place_schematic(vector_offset(pos, -6, -1, -7), modpath.."/schematics/mcl_core_jungle_tree_huge_"..random(1, 2)..".mts", "random", nil, false) end local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_setting("seed")) -- Return appropriate grass block node for pos function mcl_core.get_grass_block_type(pos, requested_grass_block_name) return {name = requested_grass_block_name or minetest.get_node(pos).name, param2 = mcl_util.get_palette_indexes_from_pos(pos).grass_palette_index} end -- Return appropriate foliage block node for pos function mcl_core.get_foliage_block_type(pos) return {name = minetest.get_node(pos).name, param2 = mcl_util.get_palette_indexes_from_pos(pos).foliage_palette_index} end -- Return appropriate water block node for pos function mcl_core.get_water_block_type(pos) return {name = minetest.get_node(pos).name, param2 = mcl_util.get_palette_indexes_from_pos(pos).water_palette_index} end ------------------------------ -- Spread grass blocks and mycelium on neighbor dirt ------------------------------ minetest.register_abm({ label = "Grass block and mycelium spread", nodenames = {"mcl_core:dirt"}, neighbors = {"air", "group:grass_block_no_snow", "mcl_core:mycelium"}, interval = 30, chance = 20, catch_up = false, action = function(pos) if pos == nil then return end local above = vector_offset(pos, 0, 1, 0) local abovenode = minetest.get_node(above) if minetest.get_item_group(abovenode.name, "liquid") ~= 0 or minetest.get_item_group(abovenode.name, "opaque") == 1 then -- Never grow directly below liquids or opaque blocks return end 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 3x5x3 area, with the source block being on the 2nd-topmost layer. ]] local nodes = minetest.find_nodes_in_area(vector_offset(pos, -1, -1, -1), vector_offset(pos, 1, 3, 1), "group:spreading_dirt_type") -- Nothing found ? Bail out! if #nodes <= 0 then return end local p2 = nodes[grass_spread_randomizer:next(1, #nodes)] -- Found it! Now check light levels! local source_above = vector_offset(p2, 0, 1, 0) 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) if minetest.get_item_group(n2.name, "grass_block") ~= 0 then n2 = mcl_core.get_grass_block_type(pos, "mcl_core:dirt_with_grass") end 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 and tad.groups and tad.groups.non_mycelium_plant then minetest.dig_node(above) end end end end }) -- 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 = minetest.get_node(vector_offset(pos, 0, 1, 0)).name -- Kill grass/mycelium when below opaque block or liquid if above ~= "ignore" and (minetest.get_item_group(above, "opaque") == 1 or minetest.get_item_group(above, "liquid") ~= 0) 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 or minetest.get_item_group(newnode.name, "dirtifier") ~= 0 then local below = vector_offset(pos, 0, -1, 0) 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) 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 = minetest.get_node(vector_offset(pos, 0, 1, 0)).name if above == "ignore" then return end local nodedef = minetest.registered_nodes[above] if nodedef and (nodedef.groups and nodedef.groups.solid) then minetest.set_node(pos, {name = "mcl_core:dirt"}) end end, }) local SAVANNA_INDEX = 1 minetest.register_lbm({ label = "Replace legacy dry grass", name = "mcl_core:replace_legacy_dry_grass_0_65_0", nodenames = {"mcl_core:dirt_with_dry_grass", "mcl_core:dirt_with_dry_grass_snow"}, run_at_every_load = true, action = function(pos, node) node.name = node.name == "mcl_core:dirt_with_dry_grass_snow" and "mcl_core:dirt_with_grass_snow" or "mcl_core:dirt_with_grass" -- use savanna palette index to simulate dry grass. node.param2 = node.param2 or SAVANNA_INDEX minetest.set_node(pos, node) end, }) -------------------------- -- Try generate tree --- -------------------------- local treelight = 9 local function sapling_grow_action(tree_id, soil_needed, one_by_one, two_by_two, sapling) return function(pos) local meta = minetest.get_meta(pos) if meta:get("grown") then return end -- Checks if the sapling at pos has enough light and the correct soil local light = minetest.get_node_light(pos) if not light then return end local low_light = light < treelight local delta = 1 local current_game_time = minetest.get_day_count() + minetest.get_timeofday() local last_game_time = tonumber(meta:get_string("last_gametime")) meta:set_string("last_gametime", tostring(current_game_time)) if last_game_time then delta = current_game_time - last_game_time elseif low_light then return end if low_light then if delta < 1.2 then return end if minetest.get_node_light(pos, 0.5) < treelight then return end end -- TODO: delta is [days] missed in inactive area. Currently we just add it to stage, which is far from a perfect calculation... local soilnode = minetest.get_node(vector_offset(pos, 0, -1, 0)) local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling") if soiltype < soil_needed then return end -- 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 + max(1, floor(delta)) if stage >= 3 then meta:set_string("grown", "true") -- This sapling grows in a special way when there are 4 saplings in a 2x2 pattern if two_by_two then -- Check 8 surrounding saplings and try to find a 2x2 pattern local function is_sapling(pos, sapling) return minetest.get_node(pos).name == sapling end -- clockwise from x+1, coded right/bottom/left/top local prr = vector_offset(pos, 1, 0, 0) -- right local prb = vector_offset(pos, 1, 0, -1) -- right bottom local pbb = vector_offset(pos, 0, 0, -1) -- bottom local pbl = vector_offset(pos, -1, 0, -1) -- bottom left local pll = vector_offset(pos, -1, 0, 0) -- left local plt = vector_offset(pos, -1, 0, 1) -- left top local ptt = vector_offset(pos, 0, 0, 1) -- top local ptr = vector_offset(pos, 1, 0, 1) -- top right local srr = is_sapling(prr, sapling) local srb = is_sapling(prb, sapling) local sbb = is_sapling(pbb, sapling) local sbl = is_sapling(pbl, sapling) local sll = is_sapling(pll, sapling) local slt = is_sapling(plt, sapling) local stt = is_sapling(ptt, sapling) local str = is_sapling(ptr, sapling) -- In a 3x3 field there are 4 possible 2x2 squares. We check them all. if srr and srb and sbb and check_tree_growth(pos, tree_id, { two_by_two = true }) then -- Success: Remove saplings and place tree minetest.remove_node(pos) minetest.remove_node(prr) minetest.remove_node(prb) minetest.remove_node(pbb) mcl_core.generate_tree(pos, tree_id, { two_by_two = true }) -- center is top-left of 2x2 return elseif sbb and sbl and sll and check_tree_growth(pll, tree_id, { two_by_two = true }) then minetest.remove_node(pos) minetest.remove_node(pbb) minetest.remove_node(pbl) minetest.remove_node(pll) mcl_core.generate_tree(pll, tree_id, { two_by_two = true }) -- ll is top-left of 2x2 return elseif sll and slt and stt and check_tree_growth(plt, tree_id, { two_by_two = true }) then minetest.remove_node(pos) minetest.remove_node(pll) minetest.remove_node(plt) minetest.remove_node(ptt) mcl_core.generate_tree(plt, tree_id, { two_by_two = true }) -- lt is top-left of 2x2 return elseif stt and str and srr and check_tree_growth(ptt, tree_id, { two_by_two = true }) then minetest.remove_node(pos) minetest.remove_node(ptt) minetest.remove_node(ptr) minetest.remove_node(prr) mcl_core.generate_tree(ptt, tree_id, { two_by_two = true }) -- tt is top-left of 2x2 return end end if one_by_one and tree_id == OAK_TREE_ID then -- There is a chance that this tree wants to grow as a balloon oak if random(1, 12) == 1 then -- Check if there is room for that if check_tree_growth(pos, tree_id, { balloon = true }) then minetest.set_node(pos, {name="air"}) mcl_core.generate_tree(pos, tree_id, { balloon = true }) return end end end -- If this sapling can grow alone if one_by_one and check_tree_growth(pos, tree_id) then -- Single sapling minetest.set_node(pos, {name="air"}) mcl_core.generate_tree(pos, tree_id) return end else meta:set_int("stage", stage) end end end local grow_oak = sapling_grow_action(OAK_TREE_ID, 1, true, false) local grow_dark_oak = sapling_grow_action(DARK_OAK_TREE_ID, 2, false, true, "mcl_core:darksapling") local grow_jungle_tree = sapling_grow_action(JUNGLE_TREE_ID, 1, true, true, "mcl_core:junglesapling") local grow_acacia = sapling_grow_action(ACACIA_TREE_ID, 2, true, false) local grow_spruce = sapling_grow_action(SPRUCE_TREE_ID, 1, true, true, "mcl_core:sprucesapling") local grow_birch = sapling_grow_action(BIRCH_TREE_ID, 1, true, false) function mcl_core.update_sapling_foliage_colors(pos) local foliage = minetest.find_nodes_in_area( vector_offset(pos, -8, 0, -8), vector_offset(pos, 8, 30, 8), {"group:foliage_palette", "group:foliage_palette_wallmounted"}) for _, fpos in pairs(foliage) do minetest.set_node(fpos, minetest.get_node(fpos)) 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 -- TODO: replace this with a proper tree API function mcl_core.grow_sapling(pos, node) if node.name == "mcl_core:sapling" then grow_oak(pos) elseif node.name == "mcl_core:darksapling" then grow_dark_oak(pos) elseif node.name == "mcl_core:junglesapling" then grow_jungle_tree(pos) elseif node.name == "mcl_core:acaciasapling" then grow_acacia(pos) elseif node.name == "mcl_core:sprucesapling" then grow_spruce(pos) elseif node.name == "mcl_core:birchsapling" then grow_birch(pos) elseif node.name == "mcl_cherry_blossom:cherrysapling" then return mcl_cherry_blossom.generate_cherry_tree(pos) else return false end return true end -- TODO: Use better tree models for everything -- TODO: Support 2x2 saplings -- Oak tree minetest.register_abm({ label = "Oak tree growth", nodenames = {"mcl_core:sapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_oak }) minetest.register_lbm({ label = "Add growth for unloaded oak tree", name = "mcl_core:lbm_oak", nodenames = {"mcl_core:sapling"}, run_at_every_load = true, action = grow_oak }) -- Dark oak tree minetest.register_abm({ label = "Dark oak tree growth", nodenames = {"mcl_core:darksapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_dark_oak }) minetest.register_lbm({ label = "Add growth for unloaded dark oak tree", name = "mcl_core:lbm_dark_oak", nodenames = {"mcl_core:darksapling"}, run_at_every_load = true, action = grow_dark_oak }) -- Jungle Tree minetest.register_abm({ label = "Jungle tree growth", nodenames = {"mcl_core:junglesapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_jungle_tree }) minetest.register_lbm({ label = "Add growth for unloaded jungle tree", name = "mcl_core:lbm_jungle_tree", nodenames = {"mcl_core:junglesapling"}, run_at_every_load = true, action = grow_jungle_tree }) -- Spruce tree minetest.register_abm({ label = "Spruce tree growth", nodenames = {"mcl_core:sprucesapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_spruce }) minetest.register_lbm({ label = "Add growth for unloaded spruce tree", name = "mcl_core:lbm_spruce", nodenames = {"mcl_core:sprucesapling"}, run_at_every_load = true, action = grow_spruce }) -- Birch tree minetest.register_abm({ label = "Birch tree growth", nodenames = {"mcl_core:birchsapling"}, neighbors = {"group:soil_sapling"}, interval = 25, chance = 2, action = grow_birch }) minetest.register_lbm({ label = "Add growth for unloaded birch tree", name = "mcl_core:lbm_birch", nodenames = {"mcl_core:birchsapling"}, run_at_every_load = true, action = grow_birch }) -- Acacia tree minetest.register_abm({ label = "Acacia tree growth", nodenames = {"mcl_core:acaciasapling"}, neighbors = {"group:soil_sapling"}, interval = 20, chance = 2, action = grow_acacia }) minetest.register_lbm({ label = "Add growth for unloaded acacia tree", name = "mcl_core:lbm_acacia", nodenames = {"mcl_core:acaciasapling"}, run_at_every_load = true, action = grow_acacia }) local function leafdecay_particles(pos, node) minetest.add_particlespawner({ amount = random(10, 20), time = 0.1, minpos = vector_offset(pos, -0.4, -0.4, -0.4), maxpos = vector_offset(pos, 0.4, 0.4, 0.4), minvel = vector_new(-0.2, -0.2, -0.2), maxvel = vector_new(0.2, 0.1, 0.2), minacc = vector_new(0, -9.81, 0), maxacc = vector_new(0, -9.81, 0), minexptime = 0.1, maxexptime = 0.5, minsize = 0.5, maxsize = 1.5, collisiondetection = true, vertical = false, node = node, }) end local function vinedecay_particles(pos, node) local dir = minetest.wallmounted_to_dir(node.param2) if not dir then return end -- Don't crash if the map data got corrupted somehow local minpos, maxpos if dir.x < 0 then minpos = vector_offset(pos, -0.45, -0.4, -0.5) maxpos = vector_offset(pos, -0.4, 0.4, 0.5) elseif dir.x > 0 then minpos = vector_offset(pos, 0.4, -0.4, -0.5) maxpos = vector_offset(pos, 0.45, 0.4, 0.5) elseif dir.z < 0 then minpos = vector_offset(pos, -0.5, -0.4, -0.45) maxpos = vector_offset(pos, 0.5, 0.4, -0.4) elseif dir.z > 0 then minpos = vector_offset(pos, -0.5, -0.4, 0.4) maxpos = vector_offset(pos, 0.5, 0.4, 0.45) else return end minetest.add_particlespawner({ amount = random(8, 16), time = 0.1, minpos = minpos, maxpos = maxpos, minvel = vector_new(-0.2, -0.2, -0.2), maxvel = vector_new( 0.2, 0.1, 0.2), minacc = vector_new(0, -9.81, 0), maxacc = vector_new(0, -9.81, 0), minexptime = 0.1, maxexptime = 0.5, minsize = 0.5, maxsize = 1.0, collisiondetection = true, vertical = false, node = node, }) end ----------------- -- Vine growth -- ----------------- -- Add vines below pos (if empty) local function vine_spread_down(origin, node) if random(1, 2) == 1 then return end local target = vector_offset(origin, 0, -1, 0) if minetest.get_node(target).name == "air" then minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2}) end end -- Add vines above pos if it is backed up local function vine_spread_up(origin, node) if random(1, 2) == 1 then return end local vines_in_area = minetest.find_nodes_in_area(vector_offset(origin, -4, -1, -4), vector_offset(origin, 4, 1, 4), "mcl_core:vine") -- Less than 4 other vines blocks around the ticked vines block (remember the ticked block is counted by above function as well) if #vines_in_area >= 5 then return end local target = vector_offset(origin, 0, 1, 0) if minetest.get_node(target).name ~= "air" then return end local backupnodename = minetest.get_node(vector_subtract(target, minetest.wallmounted_to_dir(node.param2))).name -- Check if the block above is supported if mcl_core.supports_vines(backupnodename) then minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2}) end end local function vine_spread_horizontal(origin, dir, node) local vines_in_area = minetest.find_nodes_in_area(vector_offset(origin, -4, -1, -4), vector_offset(origin, 4, 1, 4), "mcl_core:vine") if #vines_in_area >= 5 then return end -- Less than 4 other vines blocks around the ticked vines block (remember the ticked block is counted by above function as well) local target = vector_add(origin, dir) -- Spread horizontally, but not into support direction local backup_dir = minetest.wallmounted_to_dir(node.param2) if backup_dir.x == dir.x and backup_dir.y == dir.y then return end local target_node = minetest.get_node(target) if target_node.name ~= "air" then return end local backupnodename = minetest.get_node(vector_add(target, backup_dir)).name if mcl_core.supports_vines(backupnodename) then minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2}) end end minetest.register_abm({ label = "Vine growth", nodenames = {"mcl_core:vine"}, interval = 47, chance = 4, action = function(pos, node, active_object_count, active_object_count_wider) -- First of all, check if we are even supported, otherwise, decay. if not mcl_core.check_vines_supported(pos, node) then minetest.remove_node(pos) vinedecay_particles(pos, node) minetest.check_for_falling(pos) return end local d = random(1, 6) if d == 1 then vine_spread_horizontal(pos, vector_new( 1, 0, 0), node) elseif d == 2 then vine_spread_horizontal(pos, vector_new(-1, 0, 0), node) elseif d == 3 then vine_spread_horizontal(pos, vector_new( 0, 0, 1), node) elseif d == 4 then vine_spread_horizontal(pos, vector_new( 0, 0, -1), node) elseif d == 5 then vine_spread_up(pos, node) else vine_spread_down(pos, node) end end }) -- Returns true of the node supports vines function mcl_core.supports_vines(nodename) local def = minetest.registered_nodes[nodename] -- Rules: 1) walkable 2) full cube return def and def.walkable and (def.node_box == nil or def.node_box.type == "regular") and (def.collision_box == nil or def.collision_box.type == "regular") end -- Leaf Decay -- -- Whenever a tree trunk node is removed, all `group:leaves` nodes in a radius -- of 6 blocks are checked from the trunk node's `after_destruct` handler. -- Any such nodes within that radius that has no trunk node present within a -- distance of 6 blocks is replaced with a `group:orphan_leaves` node. -- -- The `group:orphan_leaves` nodes are gradually decayed in this ABM. minetest.register_abm({ label = "Leaf decay", nodenames = {"group:orphan_leaves"}, interval = 5, chance = 10, action = function(pos, node) -- Spawn item entities for any of the leaf's drops local itemstacks = minetest.get_node_drops(node.name) for _, itemname in pairs(itemstacks) do minetest.add_item(vector_offset(pos, random() - 0.5, random() - 0.5, random() - 0.5), itemname) end -- Remove the decayed node minetest.remove_node(pos) leafdecay_particles(pos, node) minetest.check_for_falling(pos) -- Kill depending vines immediately to skip the vines decay delay local function clean_vines(spos) local maybe_vine = minetest.get_node(spos) if maybe_vine.name == "mcl_core:vine" and (not mcl_core.check_vines_supported(spos, maybe_vine)) then minetest.remove_node(spos) vinedecay_particles(spos, maybe_vine) minetest.check_for_falling(spos) end end clean_vines(vector_offset(pos, 0, 0, -1)) clean_vines(vector_offset(pos, 0, 0, 1)) clean_vines(vector_offset(pos, -1, 0, 0)) clean_vines(vector_offset(pos, 1, 0, 0)) clean_vines(vector_offset(pos, 0, -1, 0)) end }) -- Remove vines which are not supported by anything, similar to leaf decay. --[[ TODO: Vines are supposed to die immediately when they supporting block is destroyed. But doing this in Luanti would be too complicated / hacky. This vines decay is a simple way to make sure that all floating vines are destroyed eventually. ]] minetest.register_abm({ label = "Vines decay", nodenames = {"mcl_core:vine"}, neighbors = {"air"}, -- A low interval and a high inverse chance spreads the load interval = 4, chance = 8, action = function(pos, node) if not mcl_core.check_vines_supported(pos, node) then minetest.remove_node(pos) vinedecay_particles(pos, node) minetest.check_for_falling(pos) end end }) -- Melt snow minetest.register_abm({ label = "Top snow and ice melting", nodenames = {"mcl_core:snow", "mcl_core:ice"}, interval = 16, chance = 8, action = function(pos, node) if minetest.get_node_light(pos, 0) >= 12 then if node.name == "mcl_core:ice" then mcl_core.melt_ice(pos) else minetest.remove_node(pos) end end end }) -- Freeze water minetest.register_abm({ label = "Freeze water in cold areas", nodenames = {"mcl_core:water_source", "mclx_core:river_water_source"}, interval = 32, chance = 8, action = function(pos, node) if mcl_weather.has_snow(pos) and minetest.get_natural_light(vector_offset(pos, 0, 1, 0), 0.5) == minetest.LIGHT_MAX + 1 and minetest.get_artificial_light(minetest.get_node(pos).param1) < 10 then node.name = "mcl_core:ice" minetest.swap_node(pos, node) end end }) --[[ Call this for vines nodes only. Given the pos and node of a vines node, this returns true if the vines are supported and false if the vines are currently floating. Vines are considered “supported” if they face a walkable+solid block or “hang” from a vines node above. ]] function mcl_core.check_vines_supported(pos, node) local dir = minetest.wallmounted_to_dir(node.param2) if not dir then return end -- Don't crash if the map data got corrupted somehow local node_neighbor = minetest.get_node(vector_add(pos, dir)) -- Check if vines are attached to a solid block, assume "ignore" is good. if node_neighbor.name == "ignore" or mcl_core.supports_vines(node_neighbor.name) then return true end if dir.y == 0 then -- Vines are not attached, now we check if the vines are “hanging” below another vines block -- of equal orientation. local node2 = minetest.get_node(vector_offset(pos, 0, 1, 0)) if node2.name == "ignore" or (node2.name == "mcl_core:vine" and node2.param2 == node.param2) then return true end end return false end -- Melt ice at pos. mcl_core:ice MUST be at pos if you call this! function mcl_core.melt_ice(pos) -- Create a water source if ice is destroyed and there was something below it local below = vector_offset(pos, 0, -1, 0) local dim = mcl_worlds.pos_to_dimension(below) local belownode = minetest.get_node(below) if dim == "nether" or belownode.name == "air" or belownode.name == "ignore" or belownode.name == "mcl_core:void" then minetest.remove_node(pos) else minetest.set_node(pos, {name="mcl_core:water_source"}) end minetest.check_single_for_falling(vector_offset(pos, -1, 0, 0)) minetest.check_single_for_falling(vector_offset(pos, 1, 0, 0)) minetest.check_single_for_falling(vector_offset(pos, 0, -1, 0)) minetest.check_single_for_falling(vector_offset(pos, 0, 1, 0)) minetest.check_single_for_falling(vector_offset(pos, 0, 0, -1)) minetest.check_single_for_falling(vector_offset(pos, 0, 0, 1)) end ---- FUNCTIONS FOR SNOWED NODES ---- -- These are nodes which change their appearence when they are below a snow cover -- and turn back into “normal” when the snow cover is removed. -- Registers a snowed variant of a node (e.g. grass block, podzol, mycelium). -- * itemstring_snowed: Itemstring of the snowed node to add -- * itemstring_clear: Itemstring of the original “clear” node without snow -- * tiles: Optional custom tiles -- * sounds: Optional custom sounds -- * clear_colorization: Optional. If true, will clear all paramtype2="color" related node def. fields -- * desc: Item description -- -- The snowable nodes also MUST have _mcl_snowed defined to contain the name -- of the snowed node. function mcl_core.register_snowed_node(itemstring_snowed, itemstring_clear, tiles, sounds, clear_colorization, desc, grass_palette) local def = table.copy(minetest.registered_nodes[itemstring_clear]) -- Just some group clearing def.description = desc def._doc_items_longdesc = nil def._doc_items_usagehelp = nil def._doc_items_create_entry = false def.groups.not_in_creative_inventory = 1 def.groups.grass_palette = grass_palette if def.groups.grass_block == 1 then def.groups.grass_block_no_snow = nil def.groups.grass_block_snow = 1 end -- Enderman must never take this because this block is supposed to be always buried below snow. def.groups.enderman_takable = nil -- Snowed blocks never spread def.groups.spreading_dirt_type = nil -- Add the clear node to the item definition for easy lookup def._mcl_snowless = itemstring_clear -- Note: _mcl_snowed must be added to the clear node manually! def.tiles = tiles or {"default_snow.png", "default_dirt.png", {name="mcl_core_grass_side_snowed.png", tileable_vertical=false}} if clear_colorization then def.paramtype2 = nil def.palette = nil def.palette_index = nil def.color = nil def.overlay_tiles = nil end def.sounds = sounds or mcl_sounds.node_sound_dirt_defaults({footstep = mcl_sounds.node_sound_snow_defaults().footstep}) def._mcl_silk_touch_drop = {itemstring_clear} -- Register stuff minetest.register_node(itemstring_snowed, def) if def.description and minetest.get_modpath("doc") then doc.add_entry_alias("nodes", itemstring_clear, "nodes", itemstring_snowed) end end -- Reverts a snowed dirtlike node at pos to its original snow-less form. -- This function assumes there is no snow cover node above. This function -- MUST NOT be called if there is a snow cover node above pos. function mcl_core.clear_snow_dirt(pos, node) local def = minetest.registered_nodes[node.name] if def and def._mcl_snowless then minetest.swap_node(pos, {name = def._mcl_snowless, param2 = node.param2}) end end ---- [[[[[ Functions for snowable nodes (nodes that can become snowed). ]]]]] ---- -- Always add these for snowable nodes. -- on_construct -- Makes constructed snowable node snowed if placed below a snow cover node. function mcl_core.on_snowable_construct(pos) local above = minetest.get_node(vector_offset(pos, 0, 1, 0)).name -- Make snowed if needed if minetest.get_item_group(above.name, "snow_cover") == 1 then local node = minetest.get_node(pos) local def = minetest.registered_nodes[node.name] if def and def._mcl_snowed then minetest.swap_node(pos, {name = def._mcl_snowed, param2 = node.param2}) end end end ---- [[[[[ Functions for snow cover nodes. ]]]]] ---- -- A snow cover node is a node which turns a snowed dirtlike -- -- node into its snowed form while it is placed above. -- MCL2's snow cover nodes are Top Snow (mcl_core:snow) and Snow (mcl_core:snowblock). -- Always add the following functions to snow cover nodes: -- on_construct -- Makes snowable node below snowed. function mcl_core.on_snow_construct(pos) local below = vector_offset(pos, 0, -1, 0) local node = minetest.get_node(below) local def = minetest.registered_nodes[node.name] if def and def._mcl_snowed then minetest.swap_node(below, {name = def._mcl_snowed, param2 = node.param2}) end end -- after_destruct -- Clears snowed dirtlike node below. function mcl_core.after_snow_destruct(pos) if minetest.get_item_group(minetest.get_node(pos).name, "snow_cover") == 1 then return end local below = vector_offset(pos, 0, -1, 0) mcl_core.clear_snow_dirt(below, minetest.get_node(below)) end -- Obsidian crying local crobby_particle = { velocity = vector_zero(), acceleration = vector_zero(), texture = "mcl_core_crying_obsidian_tear.png", collisiondetection = false, collision_removal = false, } minetest.register_abm({ label = "Obsidian cries", nodenames = {"mcl_core:crying_obsidian"}, interval = 5, chance = 10, action = function(pos, node) minetest.after(0.1 + random() * 1.4, function() local pt = table.copy(crobby_particle) pt.size = 1.3 + random() * 1.2 pt.expirationtime = 0.5 + random() pt.pos = vector_offset(pos, random() - 0.5, -0.51, random() - 0.5) minetest.add_particle(pt) minetest.after(pt.expirationtime, function() pt.acceleration = vector_new(0, -9, 0) pt.collisiondetection = true pt.expirationtime = 1.2 + random() * 3.3 minetest.add_particle(pt) end) end) end })