MineClone2/mods/ITEMS/mcl_core/functions.lua
Wuzzy 0a957ee2ef New oak and birch tree schematics
Also fix broken glacier biome
2017-08-31 04:56:09 +02:00

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--
-- 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
mcl_core.generate_oak_tree(pos)
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
mcl_core.generate_spruce_tree(pos)
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
mcl_core.generate_jungle_tree(pos)
end
elseif tree_type == 6 then
mcl_core.generate_birch_tree(pos)
end
end
-- Classic oak in v6 style
local function generate_v6_oak(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)
if mg_name == "v6" then
generate_v6_oak_tree(pos)
else
local path = minetest.get_modpath("mcl_core") ..
"/schematics/mcl_core_oak_classic.mts"
minetest.place_schematic({x = pos.x - 2, y = pos.y - 1 , z = pos.z - 2}, path, "random", nil, false)
end
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_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()
vm:update_map()
end
-- Now this just generates a “boring” 1×1 spruce tree.
-- TODO: Generate huge spruce tree with 2×2 trunk.
mcl_core.generate_huge_spruce_tree = mcl_core.generate_spruce_tree
-- 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_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()
vm:update_map()
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)
-- TODO: Activate 2×2 mode for spruce when 2×2 spruce schematic is available
local grow_spruce = sapling_grow_action(3, 1, true, false, "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
})