mff_game/mods/farming/init.lua_orig
2018-09-09 11:39:53 +02:00

193 lines
5.4 KiB
Plaintext
Executable File

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