Make bushes drop either fruits, whole bushes, or sticks

depending on the tool used (or the hand)

Uses a re-colored version of the mod's original unadorned strawberry
bush image for the "fruitless" bush.
This commit is contained in:
Sokomine 2013-10-28 21:11:37 -04:00 committed by Vanessa Ezekowitz
parent f599261b68
commit 6ec11d0efc
2 changed files with 169 additions and 36 deletions

View File

@ -1,44 +1,146 @@
for i, bush_name in ipairs(bushes_classic.bushes) do
local desc = bushes_classic.bushes_descriptions[i]
if bush_name ~= "mixed_berry" then
minetest.register_node(":bushes:" .. bush_name .. "_bush", {
description = desc.." Bush",
drawtype = "plantlike",
visual_scale = 1.3,
tiles = { "bushes_" .. bush_name .. "_bush.png" },
inventory_image = "bushes_" .. bush_name .. "_bush.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = { snappy = 3, bush = 1, flammable = 2},
sounds = default.node_sound_leaves_defaults(),
drop = {
max_items = 2,
items = {
{items = {"bushes:" .. bush_name .. "_bush"}, rarity = 1 }, -- always get at least one on dig
{items = {"bushes:" .. bush_name .. "_bush"}, rarity = 5 }, -- 1/5 chance of getting a second one.
}
},
})
minetest.register_craft({ plantlife_bushes = {}
output = "bushes:"..bush_name.." 4",
recipe = {
{ "bushes:"..bush_name.."_bush", },
}
})
minetest.register_craft({ -- TODO: add support for nodebreakers? those dig like mese picks
output = "bushes:" .. bush_name .. "_bush", plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
recipe = { if( not( digger ) or not( pos ) or not (oldnode )) then
{ "bushes:" .. bush_name, "bushes:" .. bush_name, "bushes:" .. bush_name }, return nil;
{ "bushes:" .. bush_name, "bushes:" .. bush_name, "bushes:" .. bush_name },
}
})
end end
-- find out which bush type we are dealing with
local bush_name = "";
local can_harvest = false;
if( oldnode.name == 'bushes:fruitless_bush' ) then
-- this bush has not grown fruits yet (but will eventually)
bush_name = oldmetadata[ 'fields' ][ 'bush_type' ];
-- no fruits to be found, so can_harvest stays false
else
local name_parts = oldnode.name:split( ":" );
if( #name_parts >= 2 and name_parts[2]~=nil ) then
name_parts = name_parts[2]:split( "_" );
if( #name_parts >= 2 and name_parts[1]~=nil ) then
bush_name = name_parts[1];
-- this bush really carries fruits
can_harvest = true;
end
end
end
-- find out which tool the digger was wielding (if any)
local toolstack = digger:get_wielded_item();
local capabilities = toolstack:get_tool_capabilities();
-- what the player will get
local harvested = "";
local amount = "";
-- failure to find out what the tool can do: destroy the bush and return nothing
if( not( capabilities["groupcaps"] )) then
return nil;
-- digging with the hand or something like that
elseif( capabilities["groupcaps"]["snappy"] ) then
-- plant a new bush without fruits
minetest.env:add_node(pos,{type='node',name='bushes:fruitless_bush'})
local meta = minetest.env:get_meta( pos );
meta:set_string( 'bush_type', bush_name );
-- construct the stack of fruits the player will get
-- only bushes that have grown fruits can actually give fruits
if( can_harvest == true ) then
amount = "4";
harvested = "bushes:"..bush_name.." "..amount;
end
-- something like a shovel
elseif( capabilities["groupcaps"]["crumbly"] ) then
-- with a chance of 1/3, return 2 bushes
if( math.random(1,3)==1 ) then
amount = "2";
else
amount = "1";
end
-- return the bush itself
harvested = "bushes:" .. bush_name .. "_bush "..amount;
-- something like an axe
elseif( capabilities["groupcaps"]["choppy"] ) then
-- the amount of sticks may vary
amount = math.random( 4, 20 );
-- return some sticks
harvested = "default:stick "..amount;
-- nothing known - destroy the plant
else
return nil;
end
-- give the harvested result to the player
if( harvested ~= "" ) then
--minetest.chat_send_player("singleplayer","you would now get "..tostring( harvested ) );
digger:get_inventory():add_item( "main", harvested );
end
end
plantlife_bushes.after_place_node = function(pos, placer, itemstack)
if( not( itemstack ) or not( pos )) then
return nil;
end
local name_parts = itemstack:get_name():split( ":" );
if( #name_parts <2 or name_parts[2]==nil ) then
return nil;
end
name_parts = name_parts[2]:split( "_" );
if( #name_parts <2 or name_parts[1]==nil ) then
return nil;
end
minetest.env:set_node( pos, {type='node',name='bushes:fruitless_bush'});
local meta = minetest.env:get_meta( pos );
meta:set_string( 'bush_type', name_parts[1] );
return nil;
end
-- regrow berries
minetest.register_abm({
nodenames = { "bushes:fruitless_bush" },
interval = 20,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.env:get_meta( pos );
local bush_name = meta:get_string( 'bush_type' );
if( bush_name ~= nil and bush_name ~= '' ) then
minetest.env:set_node( pos, {type='node',name='bushes:'..bush_name..'_bush'});
end
end
})
for i, bush_name in ipairs(bushes_classic.bushes) do
local desc = bushes_classic.bushes_descriptions[i]
minetest.register_node(":bushes:basket_"..bush_name, { minetest.register_node(":bushes:basket_"..bush_name, {
description = "Basket with "..desc.." Pies", description = "Basket with "..desc.." Pies",
tiles = { tiles = {
@ -50,9 +152,39 @@ for i, bush_name in ipairs(bushes_classic.bushes) do
groups = { dig_immediate = 3 }, groups = { dig_immediate = 3 },
}) })
table.insert(bushes_classic.spawn_list, "bushes:"..bush_name.."_bush") if bush_name == "mixed_berry" then
bush_name = "fruitless";
desc = "currently fruitless";
end
minetest.register_node(":bushes:" .. bush_name .. "_bush", {
description = desc.." Bush",
drawtype = "plantlike",
visual_scale = 1.3,
tiles = { "bushes_" .. bush_name .. "_bush.png" },
inventory_image = "bushes_" .. bush_name .. "_bush.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = { snappy = 3, bush = 1, flammable = 2},
sounds = default.node_sound_leaves_defaults(),
drop = "",
after_dig_node = function( pos, oldnode, oldmetadata, digger )
return plantlife_bushes.after_dig_node(pos, oldnode, oldmetadata, digger);
end,
after_place_node = function( pos, placer, itemstack )
return plantlife_bushes.after_place_node(pos, placer, itemstack);
end,
})
-- do not spawn fruitless bushes
if bush_name ~= "fruitless" then
table.insert(bushes_classic.spawn_list, "bushes:"..bush_name.."_bush")
end
end end
minetest.register_node(":bushes:basket_empty", { minetest.register_node(":bushes:basket_empty", {
description = "Basket", description = "Basket",
tiles = { tiles = {
@ -63,3 +195,4 @@ minetest.register_node(":bushes:basket_empty", {
groups = { dig_immediate = 3 }, groups = { dig_immediate = 3 },
}) })

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