VoxeLibre/mods/ITEMS/mcl_core/functions.lua
2021-11-03 19:58:50 +01:00

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--
-- Lava vs water interactions
--
local modpath = minetest.get_modpath(minetest.get_current_modname())
local mg_name = minetest.get_mapgen_setting("mg_name")
local math = math
local vector = vector
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,
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")
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
--
-- Functions
function mcl_core.grow_cactus(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
function mcl_core.grow_reeds(pos, node)
pos.y = pos.y-1
local name = minetest.get_node(pos).name
if minetest.get_item_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
if nn == "air" or nn == "ignore" then
return
end
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,
}
if item ~= "" then
minetest.add_item(pos, 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 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]
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
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
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 = 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}, 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 = 10,
action = function(pos)
mcl_core.grow_cactus(pos)
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
local posses = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } }
for _, p in pairs(posses) do
if minetest.registered_nodes[minetest.get_node(vector.new(pos.x + p[1], pos.y, pos.z + p[2])).name].walkable then
local posy = pos.y
while minetest.get_node(vector.new(pos.x, posy, pos.z)).name == "mcl_core:cactus" do
local pos = vector.new(pos.x, posy, pos.z)
minetest.remove_node(pos)
minetest.add_item(vector.offset(pos, math.random(-0.5, 0.5), 0, math.random(-0.5, 0.5)), "mcl_core:cactus")
posy = posy + 1
end
break
end
end
end,
})
minetest.register_abm({
label = "Sugar canes growth",
nodenames = {"mcl_core:reeds"},
neighbors = {"group:soil_sugarcane"},
interval = 25,
chance = 10,
action = function(pos)
mcl_core.grow_reeds(pos)
end,
})
--
-- Sugar canes drop
--
local timber_nodenames={"mcl_core:reeds"}
minetest.register_on_dignode(function(pos, node)
local i=1
while timber_nodenames[i]~=nil do
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)
minetest.add_item(np, timber_nodenames[i])
np={x=np.x, y=np.y+1, z=np.z}
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
-- 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]
if not def then
return true
end
local groups = def.groups
if not groups then
return true
end
if groups.plant or groups.torch or groups.dirt or groups.tree
or groups.bark or groups.leaves or groups.wood then
return false
end
return true
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 = math.min((width - 1) / 2)
local pos_space = math.max((width - 1) / 2)
for x = -neg_space, pos_space do
for z = -neg_space, pos_space do
for y = 1, height do
local np = vector.new(
pos.x + x,
pos.y + y,
pos.z + z)
if node_stops_growth(minetest.get_node(np)) then
return false
end
end
end
end
return true
end
-- 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)
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 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
end
-- Classic oak in v6 style
function mcl_core.generate_v6_oak_tree(pos)
local trunk = "mcl_core:tree"
local leaves = "mcl_core:leaves"
local node
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
end
-- Ballon Oak
function mcl_core.generate_balloon_oak_tree(pos)
local path
local offset
local s = math.random(1, 12)
if s == 1 then
-- Small balloon oak
path = modpath .. "/schematics/mcl_core_oak_balloon.mts"
offset = { x = -2, y = -1, z = -2 }
else
-- Large balloon oak
local t = math.random(1, 4)
path = modpath .. "/schematics/mcl_core_oak_large_"..t..".mts"
if t == 1 or t == 3 then
offset = { x = -3, y = -1, z = -3 }
elseif t == 2 or t == 4 then
offset = { x = -4, y = -1, z = -4 }
end
end
minetest.place_schematic(vector.add(pos, offset), path, "random", nil, false)
end
-- Oak
local path_oak_tree = modpath.."/schematics/mcl_core_oak_classic.mts"
function mcl_core.generate_oak_tree(pos)
local offset = { x = -2, y = -1, z = -2 }
minetest.place_schematic(vector.add(pos, offset), path_oak_tree, "random", nil, false)
end
-- Birch
function mcl_core.generate_birch_tree(pos)
local path = modpath ..
"/schematics/mcl_core_birch.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "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 + 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()
end
function mcl_core.generate_spruce_tree(pos)
local r = math.random(1, 3)
local path = modpath .. "/schematics/mcl_core_spruce_"..r..".mts"
minetest.place_schematic({ x = pos.x - 3, y = pos.y - 1, z = pos.z - 3 }, path, "0", nil, false)
end
function mcl_core.generate_huge_spruce_tree(pos)
local r1 = math.random(1, 2)
local r2 = math.random(1, 4)
local path
local offset = { x = -4, y = -1, z = -5 }
if r1 <= 2 then
-- Mega Spruce Taiga (full canopy)
path = modpath.."/schematics/mcl_core_spruce_huge_"..r2..".mts"
else
-- Mega Taiga (leaves only at top)
if r2 == 1 or r2 == 3 then
offset = { x = -3, y = -1, z = -4}
end
path = modpath.."/schematics/mcl_core_spruce_huge_up_"..r2..".mts"
end
minetest.place_schematic(vector.add(pos, offset), path, "0", nil, false)
end
-- END of spruce tree functions --
-- Acacia tree (multiple variants)
function mcl_core.generate_acacia_tree(pos)
local r = math.random(1, 7)
local offset = vector.new()
if r == 2 or r == 3 then
offset = { x = -4, y = -1, z = -4 }
elseif r == 4 or r == 6 or r == 7 then
offset = { x = -3, y = -1, z = -3 }
elseif r == 1 or r == 5 then
offset = { x = -5, y = -1, z = -5 }
end
local path = modpath.."/schematics/mcl_core_acacia_"..r..".mts"
minetest.place_schematic(vector.add(pos, offset), path, "random", nil, false)
end
-- Generate dark oak tree with 2×2 trunk.
-- With pos being the lower X and the higher Z value of the trunk
function mcl_core.generate_dark_oak_tree(pos)
local path = modpath.."/schematics/mcl_core_dark_oak.mts"
minetest.place_schematic({x = pos.x - 3, y = pos.y - 1, z = pos.z - 4}, path, "random", nil, false)
end
-- Helper function for jungle tree, form 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 + math.random(-size, size - 1)
local clust_y = y + height + math.random(-size, 0)
local clust_z = z + math.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 = math.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(
{x = x - 3, y = y - 1, z = z - 3},
{x = x + 3, y = y + height + 1, z = z + 3}
)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = 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 math.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)
local path = modpath.."/schematics/mcl_core_jungle_tree.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false)
end
-- Generate huge jungle tree with 2×2 trunk.
-- With pos being the lower X and the higher Z value of the trunk.
function mcl_core.generate_huge_jungle_tree(pos)
-- 2 variants
local r = math.random(1, 2)
local path = modpath.."/schematics/mcl_core_jungle_tree_huge_"..r..".mts"
minetest.place_schematic({x = pos.x - 6, y = pos.y - 1, z = pos.z - 7}, path, "random", nil, false)
end
local grass_spread_randomizer = PseudoRandom(minetest.get_mapgen_setting("seed"))
function mcl_core.get_grass_palette_index(pos)
local biome_data = minetest.get_biome_data(pos)
local index = 0
if biome_data then
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome then
index = reg_biome._mcl_palette_index
end
end
return index
end
-- Return appropriate grass block node for pos
function mcl_core.get_grass_block_type(pos)
return {name = "mcl_core:dirt_with_grass", param2 = mcl_core.get_grass_palette_index(pos)}
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 = {x=pos.x, y=pos.y+1, z=pos.z}
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 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)
if minetest.get_item_group(n2.name, "grass_block") ~= 0 then
n2 = mcl_core.get_grass_block_type(pos)
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.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 = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
-- Kill grass/mycelium when below opaque block or liquid
if name ~= "ignore" and (minetest.get_item_group(name, "opaque") == 1 or minetest.get_item_group(name, "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 = {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)
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,
})
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"},
action = function(pos, node)
local biome_data = minetest.get_biome_data(pos)
if biome_data then
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome then
if node.name == "mcl_core:dirt_with_dry_grass_snow" then
node.name = "mcl_core:dirt_with_grass_snow"
else
node.name = "mcl_core:dirt_with_grass"
end
node.param2 = reg_biome._mcl_palette_index
-- Fall back to savanna palette index
if not node.param2 then
node.param2 = SAVANNA_INDEX
end
minetest.set_node(pos, node)
return
end
end
node.param2 = SAVANNA_INDEX
minetest.set_node(pos, node)
return
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({x=pos.x, y=pos.y-1, z=pos.z})
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 + math.max(1, math.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 2×2 pattern
if two_by_two then
-- Check 8 surrounding saplings and try to find a 2×2 pattern
local function is_sapling(pos, sapling)
return minetest.get_node(pos).name == sapling
end
local p2 = {x=pos.x+1, y=pos.y, z=pos.z}
local p3 = {x=pos.x, y=pos.y, z=pos.z-1}
local p4 = {x=pos.x+1, y=pos.y, z=pos.z-1}
local p5 = {x=pos.x-1, y=pos.y, z=pos.z-1}
local p6 = {x=pos.x-1, y=pos.y, z=pos.z}
local p7 = {x=pos.x-1, y=pos.y, z=pos.z+1}
local p8 = {x=pos.x, y=pos.y, z=pos.z+1}
local p9 = {x=pos.x+1, y=pos.y, z=pos.z+1}
local s2 = is_sapling(p2, sapling)
local s3 = is_sapling(p3, sapling)
local s4 = is_sapling(p4, sapling)
local s5 = is_sapling(p5, sapling)
local s6 = is_sapling(p6, sapling)
local s7 = is_sapling(p7, sapling)
local s8 = is_sapling(p8, sapling)
local s9 = is_sapling(p9, sapling)
-- In a 9×9 field there are 4 possible 2×2 squares. We check them all.
if s2 and s3 and s4 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(p2)
minetest.remove_node(p3)
minetest.remove_node(p4)
mcl_core.generate_tree(pos, tree_id, { two_by_two = true })
return
elseif s3 and s5 and s6 and check_tree_growth(p6, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p3)
minetest.remove_node(p5)
minetest.remove_node(p6)
mcl_core.generate_tree(p6, tree_id, { two_by_two = true })
return
elseif s6 and s7 and s8 and check_tree_growth(p7, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p6)
minetest.remove_node(p7)
minetest.remove_node(p8)
mcl_core.generate_tree(p7, tree_id, { two_by_two = true })
return
elseif s2 and s8 and s9 and check_tree_growth(p8, tree_id, { two_by_two = true }) then
minetest.remove_node(pos)
minetest.remove_node(p2)
minetest.remove_node(p8)
minetest.remove_node(p9)
mcl_core.generate_tree(p8, tree_id, { two_by_two = true })
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 math.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"})
--local r = math.random(1, 12)
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)
-- 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
function mcl_core.grow_sapling(pos, node)
local grow
if node.name == "mcl_core:sapling" then
grow = grow_oak
elseif node.name == "mcl_core:darksapling" then
grow = grow_dark_oak
elseif node.name == "mcl_core:junglesapling" then
grow = grow_jungle_tree
elseif node.name == "mcl_core:acaciasapling" then
grow = grow_acacia
elseif node.name == "mcl_core:sprucesapling" then
grow = grow_spruce
elseif node.name == "mcl_core:birchsapling" then
grow = grow_birch
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
-- 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 = math.random(10, 20),
time = 0.1,
minpos = vector.add(pos, {x=-0.4, y=-0.4, z=-0.4}),
maxpos = vector.add(pos, {x=0.4, y=0.4, z=0.4}),
minvel = {x=-0.2, y=-0.2, z=-0.2},
maxvel = {x=0.2, y=0.1, z=0.2},
minacc = {x=0, y=-9.81, z=0},
maxacc = {x=0, y=-9.81, z=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)
local relpos1, relpos2
if dir.x < 0 then
relpos1 = { x = -0.45, y = -0.4, z = -0.5 }
relpos2 = { x = -0.4, y = 0.4, z = 0.5 }
elseif dir.x > 0 then
relpos1 = { x = 0.4, y = -0.4, z = -0.5 }
relpos2 = { x = 0.45, y = 0.4, z = 0.5 }
elseif dir.z < 0 then
relpos1 = { x = -0.5, y = -0.4, z = -0.45 }
relpos2 = { x = 0.5, y = 0.4, z = -0.4 }
elseif dir.z > 0 then
relpos1 = { x = -0.5, y = -0.4, z = 0.4 }
relpos2 = { x = 0.5, y = 0.4, z = 0.45 }
else
return
end
minetest.add_particlespawner({
amount = math.random(8, 16),
time = 0.1,
minpos = vector.add(pos, relpos1),
maxpos = vector.add(pos, relpos2),
minvel = {x=-0.2, y=-0.2, z=-0.2},
maxvel = {x=0.2, y=0.1, z=0.2},
minacc = {x=0, y=-9.81, z=0},
maxacc = {x=0, y=-9.81, z=0},
minexptime = 0.1,
maxexptime = 0.5,
minsize = 0.5,
maxsize = 1.0,
collisiondetection = true,
vertical = false,
node = node,
})
end
---------------------
-- Vine generating --
---------------------
minetest.register_abm({
label = "Vines 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, let's die!
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
-- Add vines below pos (if empty)
local function spread_down(origin, target, dir, node)
if math.random(1, 2) == 1 then
if minetest.get_node(target).name == "air" then
minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2})
end
end
end
-- Add vines above pos if it is backed up
local function spread_up(origin, target, dir, node)
local vines_in_area = minetest.find_nodes_in_area({x=origin.x-4, y=origin.y-1, z=origin.z-4}, {x=origin.x+4, y=origin.y+1, z=origin.z+4}, "mcl_core:vine")
-- Less then 4 vines blocks around the ticked vines block (remember the ticked block is counted by above function as well)
if #vines_in_area < 5 then
if math.random(1, 2) == 1 then
if minetest.get_node(target).name == "air" then
local backup_dir = minetest.wallmounted_to_dir(node.param2)
local backup = vector.subtract(target, backup_dir)
local backupnodename = minetest.get_node(backup).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
end
end
end
local function spread_horizontal(origin, target, dir, node)
local vines_in_area = minetest.find_nodes_in_area({x=origin.x-4, y=origin.y-1, z=origin.z-4}, {x=origin.x+4, y=origin.y+1, z=origin.z+4}, "mcl_core:vine")
-- Less then 4 vines blocks around the ticked vines block (remember the ticked block is counted by above function as well)
if #vines_in_area < 5 then
-- Spread horizontally
local backup_dir = minetest.wallmounted_to_dir(node.param2)
if not vector.equals(backup_dir, dir) then
local target_node = minetest.get_node(target)
if target_node.name == "air" then
local backup = vector.add(target, backup_dir)
local backupnodename = minetest.get_node(backup).name
if mcl_core.supports_vines(backupnodename) then
minetest.add_node(target, {name = "mcl_core:vine", param2 = node.param2})
end
end
end
end
end
local directions = {
{ { x= 1, y= 0, z= 0 }, spread_horizontal },
{ { x=-1, y= 0, z= 0 }, spread_horizontal },
{ { x= 0, y= 1, z= 0 }, spread_up },
{ { x= 0, y=-1, z= 0 }, spread_down },
{ { x= 0, y= 0, z= 1 }, spread_horizontal },
{ { x= 0, y= 0, z=-1 }, spread_horizontal },
}
local d = math.random(1, #directions)
local dir = directions[d][1]
local spread = directions[d][2]
spread(pos, vector.add(pos, dir), dir, node)
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.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
-- 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.
--
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 * 5000)
end)
minetest.register_abm({
label = "Leaf decay",
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 pairs(itemstacks) do
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
-- Remove node
minetest.remove_node(p0)
leafdecay_particles(p0, n0)
minetest.check_for_falling(p0)
-- Kill depending vines immediately to skip the vines decay delay
local surround = {
{ x = 0, y = 0, z = -1 },
{ x = 0, y = 0, z = 1 },
{ x = -1, y = 0, z = 0 },
{ x = 1, y = 0, z = 0 },
{ x = 0, y = -1, z = -1 },
}
for s=1, #surround do
local spos = vector.add(p0, surround[s])
local maybe_vine = minetest.get_node(spos)
--local surround_inverse = vector.multiply(surround[s], -1)
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
end
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 Minetest 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(p0, node, _, _)
if not mcl_core.check_vines_supported(p0, node) then
-- Vines must die!
minetest.remove_node(p0)
vinedecay_particles(p0, node)
-- Just in case a falling node happens to float above vines
minetest.check_for_falling(p0)
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
})
--[[ 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 supported = false
local dir = minetest.wallmounted_to_dir(node.param2)
local pos1 = vector.add(pos, dir)
local node_neighbor = minetest.get_node(pos1)
-- Check if vines are attached to a solid block.
-- If ignore, we assume its solid.
if node_neighbor.name == "ignore" or mcl_core.supports_vines(node_neighbor.name) then
supported = true
elseif dir.y == 0 then
-- Vines are not attached, now we check if the vines are “hanging” below another vines block
-- of equal orientation.
local pos2 = vector.add(pos, {x=0, y=1, z=0})
local node2 = minetest.get_node(pos2)
-- Again, ignore means we assume its supported
if node2.name == "ignore" or (node2.name == "mcl_core:vine" and node2.param2 == node.param2) then
supported = true
end
end
return supported
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 = {x=pos.x, y=pos.y-1, z=pos.z}
local belownode = minetest.get_node(below)
local dim = mcl_worlds.pos_to_dimension(below)
if dim ~= "nether" and belownode.name ~= "air" and belownode.name ~= "ignore" and belownode.name ~= "mcl_core:void" then
minetest.set_node(pos, {name="mcl_core:water_source"})
else
minetest.remove_node(pos)
end
local neighbors = {
{x=-1, y=0, z=0},
{x=1, y=0, z=0},
{x=0, y=-1, z=0},
{x=0, y=1, z=0},
{x=0, y=0, z=-1},
{x=0, y=0, z=1},
}
for n=1, #neighbors do
minetest.check_single_for_falling(vector.add(pos, neighbors[n]))
end
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)
local def = table.copy(minetest.registered_nodes[itemstring_clear])
local create_doc_alias
if def.description then
create_doc_alias = true
else
create_doc_alias = false
end
-- 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
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!
if not tiles then
def.tiles = {"default_snow.png", "default_dirt.png", {name="mcl_core_grass_side_snowed.png", tileable_vertical=false}}
else
def.tiles = tiles
end
if clear_colorization then
def.paramtype2 = nil
def.palette = nil
def.palette_index = nil
def.color = nil
def.overlay_tiles = nil
end
if not sounds then
def.sounds = mcl_sounds.node_sound_dirt_defaults({
footstep = { name = "pedology_snow_soft_footstep", gain = 0.5 }
})
else
def.sounds = sounds
end
def._mcl_silk_touch_drop = {itemstring_clear}
-- Register stuff
minetest.register_node(itemstring_snowed, def)
if create_doc_alias 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._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)
-- Myself
local node = minetest.get_node(pos)
-- Above
local apos = {x=pos.x, y=pos.y+1, z=pos.z}
local anode = minetest.get_node(apos)
-- Make snowed if needed
if minetest.get_item_group(anode.name, "snow_cover") == 1 then
local def = minetest.registered_nodes[node.name]
if 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 npos = {x=pos.x, y=pos.y-1, z=pos.z}
local node = minetest.get_node(npos)
local def = minetest.registered_nodes[node.name]
if def._mcl_snowed then
minetest.swap_node(npos, {name = def._mcl_snowed, param2=node.param2})
end
end
-- after_destruct
-- Clears snowed dirtlike node below.
function mcl_core.after_snow_destruct(pos)
local nn = minetest.get_node(pos).name
-- No-op if snow was replaced with snow
if minetest.get_item_group(nn, "snow_cover") == 1 then
return
end
local npos = {x=pos.x, y=pos.y-1, z=pos.z}
local node = minetest.get_node(npos)
mcl_core.clear_snow_dirt(npos, node)
end