VoxeLibre/mods/ITEMS/mcl_core/functions.lua
2017-09-05 03:51:13 +02:00

1086 lines
32 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

--
-- Lava vs water interactions
--
local mg_name = minetest.get_mapgen_setting("mg_name")
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})
-- 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})
-- Still lava 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})
-- Flowing water above flowing lava: Lava turns into cobblestone
elseif watertype == "flowing" and 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})
end
end
end,
})
--
-- Papyrus and cactus growing
--
-- Functions
mcl_core.grow_cactus = function(pos, node)
pos.y = pos.y-1
local name = minetest.get_node(pos).name
if minetest.get_item_group(name, "sand") ~= 0 then
pos.y = pos.y+1
local height = 0
while minetest.get_node(pos).name == "mcl_core:cactus" and height < 4 do
height = height+1
pos.y = pos.y+1
end
if height < 3 then
if minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name="mcl_core:cactus"})
end
end
end
end
mcl_core.grow_reeds = function(pos, node)
pos.y = pos.y-1
local name = minetest.get_node(pos).name
if minetest.get_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
minetest.remove_node(p)
for _, item in pairs(minetest.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
minetest.add_item(pos, item)
end
end
-- Helper function for node actions for liquid flow
local liquid_flow_action = function(pos, group, action)
local check_detach = function(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})
core.check_for_falling(pos)
end)
end,
})
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 = "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
function mcl_core.generate_tree(pos, tree_type, two_by_two)
pos.y = pos.y-1
local nodename = minetest.get_node(pos).name
pos.y = pos.y+1
if not minetest.get_node_light(pos) then
return
end
local node
if tree_type == nil or tree_type == 1 then
if mg_name == "v6" then
mcl_core.generate_v6_oak_tree(pos)
else
mcl_core.generate_oak_tree(pos)
end
elseif tree_type == 2 and two_by_two then
mcl_core.generate_dark_oak_tree(pos)
elseif tree_type == 3 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 == 4 then
mcl_core.generate_acacia_tree(pos)
elseif tree_type == 5 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 == 6 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"
node = {name = ""}
for dy=1,4 do
pos.y = pos.y+dy
if minetest.get_node(pos).name ~= "air" then
return
end
pos.y = pos.y-dy
end
node = {name = trunk}
for dy=0,4 do
pos.y = pos.y+dy
if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
end
pos.y = pos.y-dy
end
node = {name = leaves}
pos.y = pos.y+3
local rarity = 0
if math.random(0, 10) == 3 then
rarity = 1
end
for dx=-2,2 do
for dz=-2,2 do
for dy=0,3 do
pos.x = pos.x+dx
pos.y = pos.y+dy
pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then
if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
end
elseif dx == 0 and dz == 0 and dy==4 then
if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
if minetest.get_node(pos).name == "air" then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
end
else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.add_node(pos, node)
minetest.add_node(pos, air_leaf(leaves))
end
end
end
pos.x = pos.x-dx
pos.y = pos.y-dy
pos.z = pos.z-dz
end
end
end
end
-- Oak
function mcl_core.generate_oak_tree(pos)
local r = math.random(1, 12)
local path
if r == 1 then
path = minetest.get_modpath("mcl_core") .. "/schematics/mcl_core_oak_balloon_small.mts"
else
path = minetest.get_modpath("mcl_core") .. "/schematics/mcl_core_oak_classic.mts"
end
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1 , z = pos.z - 2}, path, "random", nil, false)
end
-- Birch
function mcl_core.generate_birch_tree(pos)
local path = minetest.get_modpath("mcl_core") ..
"/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
mcl_core.generate_spruce_tree = function(pos)
local r = math.random(1, 3)
local path = minetest.get_modpath("mcl_core") .. "/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
mcl_core.generate_huge_spruce_tree = function(pos)
local r = math.random(1, 3)
local path = minetest.get_modpath("mcl_core") .. "/schematics/mcl_core_spruce_huge_"..r..".mts"
minetest.place_schematic({ x = pos.x - 4, y = pos.y - 1, z = pos.z - 5 }, path, "0", nil, false)
end
-- END of spruce tree functions --
-- Acacia tree (2 variants)
function mcl_core.generate_acacia_tree(pos)
local r = math.random(1, 2)
local rot = math.random(0, 3)
local offset, path
if r == 1 then
path = minetest.get_modpath("mcl_core") ..
"/schematics/mcl_core_acacia_classic_1.mts"
if rot == 0 then
offset = { x = pos.x - 4, y = pos.y, z = pos.z - 2 }
elseif rot == 1 then
offset = { x = pos.x - 2, y = pos.y, z = pos.z - 4 }
elseif rot == 2 then
offset = { x = pos.x - 4, y = pos.y, z = pos.z - 2 }
else
offset = { x = pos.x - 2, y = pos.y, z = pos.z - 4 }
end
else
path = minetest.get_modpath("mcl_core") ..
"/schematics/mcl_core_acacia_classic_2.mts"
if rot == 0 then
offset = { x = pos.x - 2, y = pos.y, z = pos.z - 2 }
elseif rot == 1 then
offset = { x = pos.x - 2, y = pos.y, z = pos.z - 4 }
elseif rot == 2 then
offset = { x = pos.x - 4, y = pos.y, z = pos.z - 4 }
else
offset = { x = pos.x - 4, y = pos.y, z = pos.z - 2 }
end
end
local angle = tostring(rot * 90)
minetest.place_schematic(offset, path, angle, 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 = minetest.get_modpath("mcl_core") ..
"/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 = minetest.get_modpath("mcl_core") ..
"/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)
local path = minetest.get_modpath("mcl_core") ..
"/schematics/mcl_core_jungle_tree_huge.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"))
------------------------------
-- Spread grass blocks and mycelium on neighbor dirt
------------------------------
minetest.register_abm({
label = "Grass Block and Mycelium spread",
nodenames = {"mcl_core:dirt"},
neighbors = {"air", "mcl_core:dirt_with_grass", "mcl_core:mycelium"},
interval = 30,
chance = 20,
catch_up = false,
action = function(pos)
if pos == nil then
return
end
local can_change = false
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)
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 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,
})
--------------------------
-- Try generate tree ---
--------------------------
local treelight = 9
local sapling_grow_action = function(tree_id, soil_needed, one_by_one, two_by_two, sapling)
return function(pos)
-- Checks if the sapling at pos has enough light and the correct soil
local sapling_is_growable = function(pos)
local light = minetest.get_node_light(pos)
local soilnode = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
local soiltype = minetest.get_item_group(soilnode.name, "soil_sapling")
return soiltype >= soil_needed and light and light >= treelight
end
if sapling_is_growable(pos) then
-- Increase and check growth stage
local meta = minetest.get_meta(pos)
local stage = meta:get_int("stage")
if stage == nil then stage = 0 end
stage = stage + 1
if stage >= 3 then
-- 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 is_sapling = function(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 then
-- Success: Remove saplings and place tree
minetest.remove_node(pos, {name="air"})
minetest.remove_node(p2, {name="air"})
minetest.remove_node(p3, {name="air"})
minetest.remove_node(p4, {name="air"})
mcl_core.generate_tree(pos, tree_id, true)
return
elseif s3 and s5 and s6 then
minetest.remove_node(pos, {name="air"})
minetest.remove_node(p3, {name="air"})
minetest.remove_node(p5, {name="air"})
minetest.remove_node(p6, {name="air"})
mcl_core.generate_tree(p6, tree_id, true)
return
elseif s6 and s7 and s8 then
minetest.remove_node(pos, {name="air"})
minetest.remove_node(p6, {name="air"})
minetest.remove_node(p7, {name="air"})
minetest.remove_node(p8, {name="air"})
mcl_core.generate_tree(p7, tree_id, true)
return
elseif s2 and s8 and s9 then
minetest.remove_node(pos, {name="air"})
minetest.remove_node(p2, {name="air"})
minetest.remove_node(p8, {name="air"})
minetest.remove_node(p9, {name="air"})
mcl_core.generate_tree(p8, tree_id, true)
return
end
end
-- If this sapling can grow alone
if one_by_one 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
end
local grow_oak = sapling_grow_action(1, 1, true, false)
local grow_dark_oak = sapling_grow_action(2, 2, false, true, "mcl_core:darksapling")
local grow_jungle_tree = sapling_grow_action(5, 1, true, true, "mcl_core:junglesapling")
local grow_acacia = sapling_grow_action(4, 2, true, false)
local grow_spruce = sapling_grow_action(3, 1, true, true, "mcl_core:sprucesapling")
local grow_birch = sapling_grow_action(6, 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
mcl_core.grow_sapling = function(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,
})
-- 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,
})
-- 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,
})
-- Spruce tree
minetest.register_abm({
label = "Spruce tree growth",
nodenames = {"mcl_core:sprucesapling"},
neighbors = {"group:soil_sapling"},
interval = 25,
chance = 2,
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,
})
-- Acacia tree
minetest.register_abm({
label = "Acacia tree growth",
nodenames = {"mcl_core:acaciasapling"},
neighbors = {"group:soil_sapling"},
interval = 20,
chance = 2,
action = grow_acacia,
})
---------------------
-- 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)
local neighbor_offsets = {
{ x=1, y=0, z=0 },
{ x=-1, y=0, z=0 },
{ x=0, y=0, z=1 },
{ x=0, y=0, z=-1 },
}
-- Add vines below pos (if empty)
local spread_down = function(pos, node)
local down = vector.add(pos, {x=0, y=-1, z=0})
if minetest.get_node(down).name == "air" then
minetest.add_node(down, {name = "mcl_core:vine", param2 = node.param2})
end
end
-- Add vines above pos if it is backed up
local spread_up = function(pos, node)
local up = vector.add(pos, {x=0, y=1, z=0})
if minetest.get_node(up).name == "air" then
local backup_dir = minetest.facedir_to_dir(node.param2)
local backup = vector.add(up, 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(up, {name = "mcl_core:vine", param2 = node.param2})
end
end
end
-- Try to spread vines from the 4 horizontal neighbors
local spread_neighbors = function(pos, node, spread_dir)
for n=1, #neighbor_offsets do
if math.random(1,2) == 1 then
local neighbor = vector.add(pos, neighbor_offsets[n])
local neighbornode = minetest.get_node(neighbor)
if neighbornode.name == "mcl_core:vine" then
if spread_dir == "up" then
spread_up(neighbor, neighbornode)
elseif spread_dir == "down" then
spread_down(neighbor, neighbornode)
end
end
end
end
end
-- Spread down
local down = {x=pos.x, y=pos.y-1, z=pos.z}
local down_node = minetest.get_node(down)
if down_node.name == "air" then
spread_neighbors(pos, node, "down")
elseif down_node.name == "mcl_core:vine" then
spread_neighbors(down, down_node, "down")
end
-- Spread up
local up = {x=pos.x, y=pos.y+1, z=pos.z}
local up_node = minetest.get_node(up)
if up_node.name == "air" then
local vines_in_area = minetest.find_nodes_in_area({x=pos.x-4, y=pos.y-1, z=pos.z-4}, {x=pos.x+4, y=pos.y+1, z=pos.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_neighbors(pos, node, "up")
end
end
-- TODO: Spread horizontally
end
})
-- Returns true of the node supports vines
mcl_core.supports_vines = function(nodename)
local def = minetest.registered_nodes[nodename]
-- Rules: 1) walkable 2) full cube
return def.walkable and ((not def.node_box) or def.node_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 * finds_per_second)
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 ipairs(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)
core.check_for_falling(p0)
end
end
})