forked from minetest/minetest_game
193 lines
5.4 KiB
Plaintext
Executable File
193 lines
5.4 KiB
Plaintext
Executable File
--[[
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Minetest Farming Redo Mod 1.14 (11th May 2015)
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by TenPlus1
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]]
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farming = {}
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farming.mod = "redo"
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farming.path = minetest.get_modpath("farming")
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farming.hoe_on_use = default.hoe_on_use
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dofile(farming.path.."/soil.lua")
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dofile(farming.path.."/hoes.lua")
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dofile(farming.path.."/grass.lua")
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dofile(farming.path.."/wheat.lua")
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dofile(farming.path.."/cotton.lua")
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dofile(farming.path.."/carrot.lua")
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dofile(farming.path.."/potato.lua")
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dofile(farming.path.."/tomato.lua")
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dofile(farming.path.."/cucumber.lua")
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dofile(farming.path.."/corn.lua")
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dofile(farming.path.."/coffee.lua")
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dofile(farming.path.."/melon.lua")
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dofile(farming.path.."/sugar.lua")
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dofile(farming.path.."/pumpkin.lua")
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dofile(farming.path.."/cocoa.lua")
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dofile(farming.path.."/raspberry.lua")
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dofile(farming.path.."/blueberry.lua")
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dofile(farming.path.."/rhubarb.lua")
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dofile(farming.path.."/beanpole.lua")
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dofile(farming.path.."/donut.lua")
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dofile(farming.path.."/mapgen.lua")
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dofile(farming.path.."/compatibility.lua") -- Farming Plus compatibility
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-- Place Seeds on Soil
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function farming.place_seed(itemstack, placer, pointed_thing, plantname)
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local pt = pointed_thing
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-- check if pointing at a node
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if not pt and pt.type ~= "node" then
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return
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end
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local under = minetest.get_node(pt.under)
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local above = minetest.get_node(pt.above)
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-- check if pointing at the top of the node
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if pt.above.y ~= pt.under.y+1 then
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return
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end
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-- return if any of the nodes is not registered
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if not minetest.registered_nodes[under.name]
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or not minetest.registered_nodes[above.name] then
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return
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end
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-- can I replace above node, and am I pointing at soil
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if not minetest.registered_nodes[above.name].buildable_to
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or minetest.get_item_group(under.name, "soil") < 2
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or minetest.get_item_group(above.name, "plant") ~= 0 then -- ADDED this line for multiple seed placement bug
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return
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end
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-- add the node and remove 1 item from the itemstack
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if not minetest.is_protected(pt.above, placer:get_player_name()) then
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minetest.add_node(pt.above, {name=plantname})
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end
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end
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-- Single ABM Handles Growing of All Plants
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minetest.register_abm({
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nodenames = {"group:growing"},
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neighbors = {"farming:soil_wet", "default:jungletree"},
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interval = 80,
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chance = 2,
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action = function(pos, node)
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-- split plant name (e.g. farming:wheat_1)
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local plant = node.name:split("_")[1].."_"
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local numb = node.name:split("_")[2]
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-- fully grown ?
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if not minetest.registered_nodes[plant..(numb + 1)] then return end
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-- cocoa pod on jungle tree ?
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if plant ~= "farming:cocoa_" then
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-- growing on wet soil ?
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if minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z}).name ~= "farming:soil_wet" then return end
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end
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-- enough light ?
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if minetest.get_node_light(pos) < 13 then return end
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-- grow
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minetest.set_node(pos, {name=plant..(numb + 1)})
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end
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})
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-- Function to register plants (for compatibility)
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farming.register_plant = function(name, def)
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local mname = name:split(":")[1]
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local pname = name:split(":")[2]
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-- Check def table
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if not def.description then
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def.description = "Seed"
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end
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if not def.inventory_image then
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def.inventory_image = "unknown_item.png"
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end
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if not def.steps then
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return nil
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end
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-- Register seed
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minetest.register_node(":" .. mname .. ":seed_" .. pname, {
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description = def.description,
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tiles = {def.inventory_image},
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inventory_image = def.inventory_image,
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wield_image = def.inventory_image,
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drawtype = "signlike",
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groups = {seed = 1, snappy = 3, attached_node = 1},
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paramtype = "light",
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paramtype2 = "wallmounted",
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walkable = false,
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sunlight_propagates = true,
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selection_box = {type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},},
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on_place = function(itemstack, placer, pointed_thing)
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return farming.place_seed(itemstack, placer, pointed_thing, mname .. ":"..pname.."_1")
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end
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})
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-- Register harvest
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minetest.register_craftitem(":" .. mname .. ":" .. pname, {
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description = pname:gsub("^%l", string.upper),
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inventory_image = mname .. "_" .. pname .. ".png",
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})
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-- Register growing steps
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for i=1,def.steps do
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local drop = {
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items = {
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{items = {mname .. ":" .. pname}, rarity = 9 - i},
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{items = {mname .. ":" .. pname}, rarity= 18 - i * 2},
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{items = {mname .. ":seed_" .. pname}, rarity = 9 - i},
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{items = {mname .. ":seed_" .. pname}, rarity = 18 - i * 2},
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}
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}
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local g = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1, growing = 1}
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-- Last step doesn't need growing=1 so Abm never has to check these
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if i == def.steps then
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g = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1}
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end
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minetest.register_node(mname .. ":" .. pname .. "_" .. i, {
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drawtype = "plantlike",
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waving = 1,
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tiles = {mname .. "_" .. pname .. "_" .. i .. ".png"},
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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is_ground_content = true,
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drop = drop,
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selection_box = {type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},},
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groups = g,
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sounds = default.node_sound_leaves_defaults(),
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})
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end
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-- Return info
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local r = {seed = mname .. ":seed_" .. pname, harvest = mname .. ":" .. pname}
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return r
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end
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--[[ Cotton (example, is already registered in cotton.lua)
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farming.register_plant("farming:cotton", {
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description = "Cotton seed",
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inventory_image = "farming_cotton_seed.png",
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steps = 8,
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})
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--]]
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