plantlife_modpack/nature_classic/blossom.lua

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-- Blossoms and such
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local function spawn_apple_under(pos)
local below = {
x = pos.x,
y = pos.y - 1,
z = pos.z,
}
if minetest.get_node(below).name == "air" then
minetest.set_node(below, { name = "default:apple" })
end
end
minetest.register_node(":"..nature.blossom_node, {
description = "Apple blossoms",
drawtype = "allfaces_optional",
tiles = nature.blossom_textures,
paramtype = "light",
groups = { snappy = 3, leafdecay = 3, flammable = 2 },
sounds = default.node_sound_leaves_defaults(),
waving = 1
})
minetest.register_craft({
type = "fuel",
recipe = nature.blossom_node,
burntime = 2,
})
-- these ABMs can get heavy, so just enqueue the nodes
-- Adding Blossoms
minetest.register_abm({
nodenames = { nature.blossom_leaves },
interval = nature.blossom_delay,
chance = nature.blossom_chance,
action = function(pos, node, active_object_count, active_object_count_wider)
nature.enqueue_node(pos, node, true)
end
})
-- Removing blossoms
minetest.register_abm({
nodenames = { nature.blossom_node },
interval = nature.blossom_delay,
chance = nature.blossom_chance,
action = function(pos, node, active_object_count, active_object_count_wider)
nature.enqueue_node(pos, node, false)
end
})
-- Spawning apples
minetest.register_abm({
nodenames = { nature.blossom_node },
interval = nature.blossom_delay,
chance = nature.apple_chance,
action = function(pos, node, active_object_count, active_object_count_wider)
if nature.dtime < 0.2 and not minetest.find_node_near(pos, nature.apple_spread, { "default:apple" }) then
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spawn_apple_under(pos)
end
end
})