43 Commits

Author SHA1 Message Date
3b524b01d7 Added comment for node string tests 2014-08-24 00:15:17 +10:00
06c8d1c5ea Re-wrote abstract_ferns.grow_tree_fern() 2014-08-23 21:14:03 +10:00
b815ffc578 Updated "lady ferns" 2014-08-23 20:23:39 +10:00
85dd10e88a Updated horsetails 2014-08-23 18:45:27 +10:00
ccee13df66 Merge branch 'multinode' of https://github.com/VanessaE/plantlife_modpack.git into Zeno 2014-08-23 17:27:04 +10:00
d7d56ec1b0 Merge branch 'master' into Zeno 2014-08-23 17:26:55 +10:00
97f7b11f86 Early exit 2014-08-22 10:24:39 -04:00
e34dc49f07 Minor changes 2014-08-22 10:24:30 -04:00
329f6eb5d5 Random lady fern face direction 2014-08-22 10:24:24 -04:00
aa8668f69b Moved ferns "'module' loaded" asserts to top of files 2014-08-22 10:24:13 -04:00
5b5652c552 Renamed config/settings var names 2014-08-22 10:24:02 -04:00
6b7b15ba4f Early exit 2014-08-22 18:15:03 +10:00
d3daa28b06 Minor changes 2014-08-22 17:52:51 +10:00
6b2a7785da Random lady fern face direction 2014-08-22 17:48:38 +10:00
9a6491a366 Moved ferns "'module' loaded" asserts to top of files 2014-08-22 17:07:27 +10:00
4eb20c03c2 Renamed config/settings var names 2014-08-22 17:04:34 +10:00
77d0a1040c Merge branch 'master' of https://github.com/VanessaE/plantlife_modpack.git into Zeno 2014-08-22 15:58:44 +10:00
13a249369d Merge branch 'api-tweak' of https://github.com/VanessaE/plantlife_modpack.git into Zeno 2014-08-22 15:57:12 +10:00
69ce1ff826 Merge branch 'ferns-cleanup' of https://github.com/VanessaE/plantlife_modpack.git into Zeno 2014-08-22 15:57:04 +10:00
282e3c3317 Merge branch 'master' of https://github.com/VanessaE/plantlife_modpack.git into Zeno 2014-08-22 15:48:39 +10:00
878c5dd449 Fixed stupid node names 2014-08-21 01:12:17 -04:00
9ad737f951 typo (bug fix) 2014-08-21 01:12:17 -04:00
4fb3cdfffb derp 2014-08-21 01:12:17 -04:00
174096ac87 Removed obsolete or useless code
Some commented code makes no sense because there is not comment as to why it's commented out. Removed.
2014-08-21 01:12:17 -04:00
7357524224 Bump minor version number 2014-08-21 01:12:17 -04:00
c5f6d6831e Stop polluting global namespace 2014-08-21 01:12:17 -04:00
a3e926421a Renamed SeTTiNGS.txt to settings.lua
It's a Lua file... the extension should reflect what it actually is
2014-08-21 01:12:17 -04:00
62b27570f4 Refactor abstract_ferns.grow_giant_tree_fern
Arguably more readable; definately more maintainable

Potentially slower but if it is the difference would be negligable
2014-08-21 01:12:17 -04:00
76414325cf Renamed "leave" to "leaf" where appropriate 2014-08-21 01:12:17 -04:00
549d39d4d2 Early exit from abstract_ferns.grow_giant_tree_fern
(very) small performance increase
2014-08-21 01:12:17 -04:00
b72f1dd5eb syntax errors 2014-08-21 00:50:29 -04:00
d1369c25cf Merge branch 'Zeno' of https://github.com/Zeno-/plantlife_modpack into ferns-cleanup 2014-08-20 15:42:50 -04:00
1d0543b435 allow random_facedir parameter during mapgen call 2014-08-20 13:38:44 -04:00
38d972d58e Fixed stupid node names 2014-08-20 22:43:32 +10:00
cd0735203a typo (bug fix) 2014-08-20 22:30:22 +10:00
27156fdd71 derp 2014-08-20 21:51:32 +10:00
655cff9f76 Removed obsolete or useless code
Some commented code makes no sense because there is not comment as to why it's commented out. Removed.
2014-08-20 20:37:48 +10:00
abdf76566a Bump minor version number 2014-08-20 18:36:13 +10:00
b069341d33 Stop polluting global namespace 2014-08-20 18:35:08 +10:00
64471c9bfc Renamed SeTTiNGS.txt to settings.lua
It's a Lua file... the extension should reflect what it actually is
2014-08-20 18:05:01 +10:00
fc3363d439 Refactor abstract_ferns.grow_giant_tree_fern
Arguably more readable; definately more maintainable

Potentially slower but if it is the difference would be negligable
2014-08-20 18:00:59 +10:00
786a28a5e9 Renamed "leave" to "leaf" where appropriate 2014-08-20 16:57:01 +10:00
25c8c8aeb0 Early exit from abstract_ferns.grow_giant_tree_fern
(very) small performance increase
2014-08-20 16:41:43 +10:00
430 changed files with 2537 additions and 3011 deletions

0
.gitignore vendored Executable file → Normal file
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-- 3D Mushroom mod by VanessaE
--
-- License: WTFPL for everything.
mushroom = {}
minetest.override_item("flowers:mushroom_brown", {
drawtype = "mesh",
mesh = "3dmushrooms.obj",
tiles = {"3dmushrooms_brown.png"},
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0, 0.3}
},
inventory_image = "3dmushrooms_brown_inv.png"
})
minetest.override_item("flowers:mushroom_red", {
drawtype = "mesh",
mesh = "3dmushrooms.obj",
tiles = {"3dmushrooms_red.png"},
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0, 0.3}
},
inventory_image = "3dmushrooms_red_inv.png"
})
-- aliases to the default mushrooms
minetest.register_alias("mushroom:brown", "flowers:mushroom_brown")
minetest.register_alias("mushroom:brown_natural", "flowers:mushroom_brown")
minetest.register_alias("mushroom:spore_brown", "flowers:mushroom_brown")
minetest.register_alias("mushroom:spore2", "flowers:mushroom_brown")
minetest.register_alias("mushroom:brown_essence", "flowers:mushroom_brown")
minetest.register_alias("mushroom:red", "flowers:mushroom_red")
minetest.register_alias("mushroom:red_natural", "flowers:mushroom_red")
minetest.register_alias("mushroom:spore_red", "flowers:mushroom_red")
minetest.register_alias("mushroom:spore1", "flowers:mushroom_red")
minetest.register_alias("mushroom:poison", "flowers:mushroom_red")
minetest.register_alias("mushroom:identifier", "default:mese_crystal_fragment")
minetest.log("action", "[3D Mushrooms] loaded.")

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# Blender v2.73 (sub 0) OBJ File: 'plantlife_mushroom.blend'
# www.blender.org
o Cylinder
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s 1
f 23/1/1 24/2/2 20/3/3 19/4/4
f 29/5/5 1/6/6 45/7/7 46/8/8
f 12/9/9 8/5/10 7/10/11 11/11/12
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f 10/29/26 11/11/12 7/10/11 6/30/27
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f 8/5/10 4/6/19 3/35/32 7/10/11
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f 31/34/31 27/26/22 26/47/40 30/49/42
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f 79/98/66 64/65/80 50/66/73 65/91/53
f 79/65/66 65/66/53 66/67/51 80/64/50

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612
API.txt Normal file
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This document describes the Plantlife mod API.
Last revision: 2014-05-24
=========
Functions
=========
There are three main functions defined by the main "plants_lib" mod:
spawn_on_surfaces()
register_generate_plant()
grow_plants()
There are also several internal, helper functions that can be called if so
desired, but they are not really intended for use by other mods and may change
at any time. They are briefly described below these main functions, but see
init.lua for details.
Most functions in plants lib are declared locally to avoid namespace
collisions with other mods. They are accessible via the "plantslib" method,
e.g. plantslib:spawn_on_surfaces() and so forth.
=====
spawn_on_surfaces(biome)
spawn_on_surfaces(sdelay, splant, sradius, schance, ssurface, savoid)
This first function is an ABM-based spawner function originally created as
part of Ironzorg's flowers mod. It has since been largely extended and
expanded. There are two ways to call this function: You can either pass it
several individual string and number parameters to use the legacy interface,
or you can pass a single biome definition as a table, with all of your options
spelled out nicely. This is the preferred method.
When used with the legacy interface, you must specify the parameters exactly
in order, with the first five being mandatory (even if some are set to nil),
and the last one being optional:
sdelay: The value passed to the ABM's interval parameter, in seconds.
splant: The node name of the item to spawn (e.g.
"flowers:flower_rose"). A plant will of course only be
spawned if the node about to be replaced is air.
sradius: Don't spawn within this many nodes of the avoid items
mentioned below. If set to nil, this check is skipped.
schance: The value passed to the ABM's chance parameter, normally in
the 10-100 range (1-in-X chance of operating on a given node)
ssurface: String with the name of the node on which to spawn the plant
in question, such as "default:sand" or
"default:dirt_with_grass". It is not recommended to put air,
stone, or plain dirt here if you can use some other node, as
doing so will cause the engine to process potentially large
numbers of such nodes when deciding when to execute the ABM
and where it should operate.
savoid: Table with a list of groups and/or node names to avoid when
spawning the plant, such as {"group:flowers", "default:tree"}.
When passed a table as the argument, and thus using the modern calling method,
you must pass a number of arguments in the form of an ordinary keyed-value
table. Below is a list of everything supported by this function:
biome = {
spawn_plants = something, -- [*] String or table; see below.
spawn_delay = number, -- same as sdelay, above.
spawn_chance = number, -- same as schance, above.
spawn_surfaces = {table}, -- List of node names on which the plants
-- should be spawned. As with the single-
-- node "ssurface" option in the legacy API,
-- you should not put stone, air, etc. here.
---- From here down are a number of optional parameters. You will
---- most likely want to use at least some of these to limit how and
---- where your objects are spawned.
avoid_nodes = {table}, -- same meaning as savoid, above
avoid_radius = num, -- same as sradius
seed_diff = num, -- The Perlin seed difference value passed to
-- the minetest.get_perlin() function.
-- Used along with the global Perlin controls
-- below to create the "biome" in which the
-- plants will spawn. Defaults to 0 if not
-- provided.
light_min = num, -- Minimum amount of light necessary to make a
-- plant spawn. Defaults to 0.
light_max = num, -- Maximum amount of light needed to spawn.
-- Defaults to the engine's MAX_LIGHT value of
-- 14.
neighbors = {table}, -- List of neighboring nodes that need to be
-- immediately next to the node the plant is
-- about to spawn on. Can also be a string
-- with a single node name. It is both passed
-- to the ABM as the "neighbors" parameter,
-- and is used to manually check the
-- adjacent nodes. It only takes one of these
-- for the spawn routine to mark the target as
-- spawnable. Defaults to nil (ignored).
ncount = num, -- There must be at least this many of the
-- above neighbors in the eight spaces
-- immediately surrounding the node the plant
-- is about to spawn on for it to happen. If
-- not provided, this check is disabled.
facedir = num, -- The value passed to the param2 variable
-- when adding the node to the map. Defaults
-- to 0. Be sure that the value you use here
-- (and the range thereof) is appropriate for
-- the type of node you're spawning.
random_facedir = {table}, -- If set, the table should contain two
-- values. If they're both provided, the
-- spawned plant will be given a random
-- facedir value in the range specified by
-- these two numbers. Overrides the facedir
-- parameter above, if it exists. Use {0,3}
-- if you want the full range for wallmounted
-- nodes, or {2,5} for most everything else,
-- or any other pair of numbers in the 0 to 5
-- range, as appropriate for the node you want
-- to spawn.
verticals_list = {table}, -- List of nodes that should be considered
-- to be natural walls.
alt_wallnode = "string", -- If specified, this node will be
-- substituted in place of the plant(s)
-- defined by spawn_plants above, if the spawn
-- target has one or more adjacent walls. In
-- such a case, the two above facedir
-- parameters will be ignored.
depth_max = num, -- If the object spawns on top of a water
-- source, the water must be at most this
-- deep. Defaults to 1 node.
min_elevation = num, -- Surface must be at this altitude or higher
-- to spawn at all. Defaults to -31000...
max_elevation = num, -- ...but must be no higher than this
-- altitude. Defaults to +31000.
near_nodes = {table}, -- List of nodes that must be somewhere in the
-- vicinity in order for the plant to spawn.
-- Can also be a string with a single node
-- name. If not provided, this check is
-- disabled.
near_nodes_size = num, -- How large of an area to check for the above
-- node. Specifically, this checks a flat
-- horizontal area centered on the node to be
-- spawned on. Defaults to 0, but is ignored
-- if the above near_nodes value is not set.
near_nodes_vertical = num, -- Used with the size value above, this
-- extends the vertical range of the near
-- nodes search. Basically, this turns the
-- flat region described above into a cuboid
-- region. The area to be checked will extend
-- this high AND this low above/below the
-- target node, centered thereon. Defaults to
-- 1 (check only the layer above, the layer
-- at, and the layer below the target node),
-- but is ignored if near_nodes is not set.
near_nodes_count = num, -- How many of the above nodes must be within
-- that radius. Defaults to 1 but is ignored
-- if near_nodes isn't set. Bear in mind that
-- the total area to be checked is equal to
-- (near_nodes_size^2)*near_nodes_vertical*2.
-- so for example, if size is 10 and vertical
-- is 4 then the area is (10^2)*8 = 800 nodes
-- in size, so you'll want to make sure you
-- specify a value appropriate for the amount
-- in question.
air_size = num, -- How large of an area to check for air
-- above and around the target. If omitted,
-- only the space above the target is checked.
-- This does not check for air at the sides or
-- below the target.
air_count = num, -- How many of the surrounding nodes need to
-- be air for the above check to return true.
-- If omitted, only the space above the target
-- is checked.
plantlife_limit = num, -- The value compared against the generic
-- "plants can grow here" Perlin noise layer.
-- Smaller numbers result in more abundant
-- plants. Range of -1 to +1, with values in
-- the range of about 0 to 0.5 being most
-- useful. Defaults to 0.1.
temp_min = num, -- Minimum temperature needed for the desired
-- object to spawn. This is a 2d Perlin
-- value, which has an inverted range of +1 to
-- -1. Larger values represent *colder*
-- temperatures, so this value is actually the
-- upper end of the desired Perlin range. See
-- the temperature map section at the bottom
-- of this document for details on how these
-- values work. Defaults to +1 (unlimited
-- coldness).
temp_max = num, -- Maximum temperature/lower end of the Perlin
-- range. Defaults to -1 (unlimited heat).
humidity_min = num, -- Minimum humidity for the plant to spawn in.
-- Like the temperature map, this is a Perlin
-- value where lower numbers mean more
-- humidity in the area. Defaults to +1 (0%
-- relative humidity).
humidity_max = num, -- Maximum humidity for the plant to spawn at.
-- Defaults to -1 (100% humidity).
spawn_on_side = bool, -- Set this to true to spawn the node on one
-- side of the target node rather than the
-- top. The code will search for an airspace
-- to the side of the target, then spawn the
-- plant at the first one found. The above
-- facedir and random_facedir parameters are
-- ignored in this case. If the above
-- parameters for selecting generic wall nodes
-- are provided, this option is ignored.
-- Important note: the facedir values assigned
-- by this option only make sense with
-- wallmounted nodes (nodes which don't use
-- facedir won't be affected).
spawn_on_bottom = bool, -- If set to true, spawn the object below the
-- target node instead of above it. The above
-- spawn_on_side variable takes precedence
-- over this one if both happen to be true.
-- When using this option with the random
-- facedir function above, the values given to
-- the facedir parameter are for regular
-- nodes, not wallmounted.
spawn_replace_node = bool, -- If set to true, the target node itself
-- is replaced by the spawned object.
-- Overrides the spawn_on_bottom and
-- spawn_on_side settings.
}
[*] spawn_plants must be either a table or a string. If it's a table, the
values therein are treated as a list of nodenames to pick from randomly on
each application of the ABM code. The more nodes you can pack into this
parameter to avoid making too many calls to this function, the lower the CPU
load will likely be.
You can also specify a string containing the name of a function to execute.
In this case, the function will be passed a single position parameter
indicating where the function should place the desired object, and the checks
for spawning on top vs. sides vs. bottom vs. replacing the target node will be
skipped.
By default, if a biome node, size, and count are not defined, the biome
checking is disabled. Same holds true for the nneighbors bit above that.
=====
plantslib:register_generate_plant(biome, nodes_or_function_or_treedef)
To register an object to be spawned at mapgen time rather than via an ABM,
call this function with two parameters: a table with your object's biome
information, and a string, function, or table describing what to do if the
engine finds a suitable surface node (see below).
The biome table contains quite a number of options, though there are fewer
here than are available in the ABM-based spawner, as some stuff doesn't make
sense at map-generation time.
biome = {
surface = something, -- What node(s). May be a string such as
-- "default:dirt_with_grass" or a table with
-- multiple such entries.
---- Everything else is optional, but you'll definitely want to use
---- some of these other fields to limit where and under what
---- conditions the objects are spawned.
below_nodes = {table}, -- List of nodes that must be below the target
-- node. Useful in snow biomes to keep
-- objects from spawning in snow that's on the
-- wrong surface for that object.
avoid_nodes = {table}, -- List of nodes or groups to avoid when
-- spawning.
avoid_radius = num, -- how much distance to leave between the
-- object to be added and the objects to be
-- avoided. If this or the avoid_nodes value
-- is nil or omitted, this check is skipped.
-- Avoid using excessively large radii or you
-- will slow down the map generator.
rarity = num, -- how rare should this object be in its
-- biome? Larger values make objects more
-- rare, via: math.random(1,100) > this
max_count = num, -- The absolute maximum number of your object
-- that should be allowed to spawn in a 5x5x5
-- mapblock area (80x80x80 nodes). Defaults
-- to 5, but be sure you set this to some
-- reasonable value depending on your object
-- and its size if 5 is insufficient.
seed_diff = num, -- perlin seed-diff value. Defaults to 0,
-- which causes the function to inherit the
-- global value of 329.
neighbors = {table}, -- What ground nodes must be right next to and
-- at the same elevation as the node to be
-- spawned on.
ncount = num, -- at least this many of the above nodes must
-- be next to the node to spawn on. Any value
-- greater than 8 will probably cause the code
-- to never spawn anything. Defaults to 0.
depth = num, -- how deep/thick of a layer the spawned-on
-- node must be. Typically used for water.
min_elevation = num, -- minimum elevation in meters/nodes.
-- Defaults to -31000 (unlimited).
max_elevation = num, -- maximum elevation. Defaults to +31000
-- (unlimited).
near_nodes = {table}, -- what nodes must be in the general vicinity
-- of the object being spawned.
near_nodes_size = num, -- how wide of a search area to look for
-- the nodes in that list.
near_nodes_vertical = num, -- How high/low of an area to search from
-- the target node.
near_nodes_count = num, -- at least this many of those nodes must be
-- in the area.
plantlife_limit = num, -- The value compared against the generic
-- "plants can grow here" Perlin noise layer.
-- Smaller numbers result in more abundant
-- plants. Range of -1 to +1, with values in
-- the range of about 0 to 0.5 being most
-- useful. Defaults to 0.1.
temp_min = num, -- coldest allowable temperature for a plant
-- to spawn (that is, the highest Perlin
-- temperature map value).
temp_max = num, -- warmest allowable temperature to spawn a
-- plant (lowest Perlin temperature value).
verticals_list = {table}, -- Same as with the spawn_on_surfaces
-- function.
check_air = bool, -- Flag to tell the mapgen code to check for
-- air above the spawn target. Defaults to
-- true if not explicitly set to false.
delete_above = bool, -- Flag to tell the mapgen code to delete the
-- two nodes directly above the spawn target
-- just before adding the plant or tree.
-- Useful when generating in snow biomes.
-- Defaults to false.
delete_above_surround = bool, -- Flag to tell the mapgen code to also
-- delete the four nodes surrounding the above
-- space, and the four nodes above those,
-- resulting in a two-node-deep cross-shaped
-- empty region above the spawn target.
-- Useful when adding trees to snow biomes.
-- Defaults to false.
spawn_replace_node = bool, -- same as with the ABM spawner.
random_facedir = {table}, -- same as with the ABM spawner.
}
Regarding nodes_or_function_or_treedef, this must either be a string naming
a node to spawn, a table with a list of nodes to choose from, a table with an
L-Systems tree definition, or a function.
If you specified a string, the code will attempt to determine whether that
string specifies a valid node name. If it does, that node will be placed on
top of the target position directly (unless one of the other mapgen options
directs the code to do otherwise).
If you specified a table and there is no "axiom" field, the code assumes that
it is a list of nodes. Simply name one node per entry in the list, e.g.
{"default:junglegrass", "default:dry_shrub"} and so on, for as many nodes as
you want to list. A random node from the list will be chosen each time the
code goes to place a node.
If you specified a table, and there *is* an "axiom" field, the code assumes
that this table contains an L-Systems tree definition, which will be passed
directly to the engine's spawn_tree() function along with the position on
which to spawn the tree.
You can also supply a function to be directly executed, which is given the
current node position (the usual "pos" table format) as its sole argument. It
will be called in the form:
somefunction(pos)
=====
plantslib:grow_plants(options)
The third function, grow_plants() is used to turn the spawned nodes above
into something else over time. This function has no return value, and accepts
a biome definition table as the only parameter. These are defined like so:
options = {
grow_plant = "string", -- Name of the node to be grown into something
-- else. This value is passed to the ABM as
-- the "nodenames" parameter, so it is the
-- plants themselves that are the ABM trigger,
-- rather than the ground they spawned on. A
-- plant will only grow if the node above it
-- is air. Can also be a table, but note that
-- all nodes referenced therein will be grown
-- into the same object.
grow_delay = num, -- Passed as the ABM "interval" parameter, as
-- with spawning.
grow_chance = num, -- Passed as the ABM "chance" parameter.
grow_result = "string", -- Name of the node into which the grow_plant
-- node(s) should transform when the ABM
-- executes.
---- Everything from here down is optional.
dry_early_node = "string", -- This value is ignored except for jungle
-- grass (a corner case needed by that mod),
-- where it indicates which node the grass
-- must be on in order for it to turn from
-- the short size to "default:dry_shrub"
-- instead of the medium size.
grow_nodes = {table}, -- One of these nodes must be under the plant
-- in order for it to grow at all. Normally
-- this should be the same as the list of
-- surfaces passed to the spawning ABM as the
-- "nodenames" parameter. This is so that the
-- plant can be manually placed on something
-- like a flower pot or something without it
-- growing and eventually dieing. Defaults to
-- "default:dirt_with_grass".
facedir = num, -- Same as with spawning a plant.
need_wall = bool, -- Set this to true if you the plant needs to
-- grow against a wall. Defaults to false.
verticals_list = {table}, -- List of nodes that should be considered
-- to be wall surfaces when growing the plant
-- vertically. If not provided, the walls
-- check is skipped.
grow_vertically = bool, -- Set this to true if the plant needs to grow
-- vertically, as in climbing poison ivy.
-- Defaults to false.
height_limit = num, -- Set this to limit how tall the desired node
-- can grow. The mod will search straight
-- down from the position being spawned at to
-- find a ground node, set via the parameter
-- below. Defaults to 5 nodes.
ground_nodes = {table}, -- What nodes should be treated as "the
-- ground" below a vertically-growing plant.
-- Usually this should be the same as the
-- grow_nodes table, but might also include,
-- for example, water or some other
-- surrounding material. Defaults to
-- "default:dirt_with_grass".
grow_function = something, -- [*] see below.
seed_diff = num, -- [*] see below.
}
[*] grow_function can take one of three possible settings: it can be nil (or
not provided), a string, or a table.
If it is not provided or it's set to nil, all of the regular growing code is
executed normally, the value of seed_diff, if any, is ignored, and the node to
be placed is assumed to be specified in the grow_result variable.
If this value is set to a simple string, this is treated as the name of the
function to use to grow the plant. In this case, all of the usual growing
code is executeed, but then instead of a plant being simply added to the
world, grow_result is ignored and the named function is executed and passed a
few parmeters in the following general form:
somefunction(pos, perlin1, perlin2)
These values represent the current position (the usual table), the Perlin
noise value for that spot in the generic "plants can grow here" map for the
seed_diff value above, the Perlin value for that same spot from the
temperature map, and the detected neighboring wall face, if there was one (or
nil if not). If seed_diff is not provided, it defaults to 0.
If this variable is instead set to a table, it is treated an an L-Systems tree
definition. All of the growing code is executed in the usual manner, then the
tree described by that definition is spawned at the current position instead,
and grow_result is ignored.
=====
find_adjacent_wall(pos, verticals)
Of the few helper functions, this one expects a position parameter and a table
with the list of nodes that should be considered as walls. The code will
search around the given position for a neighboring wall, returning the first
one it finds as a facedir value, or nil if there are no adjacent walls.
=====
is_node_loaded(pos)
This acts as a wrapper for the minetest.get_node_or_nil(node_pos)
function and accepts a single position parameter. Returns true if the node in
question is already loaded, or false if not.
=====
dbg(string)
This is a simple debug output function which takes one string parameter. It
just checks if DEBUG is true and outputs the phrase "[Plantlife] " followed by
the supplied string, via the print() function, if so.
=====
plantslib:generate_tree(pos, treemodel)
plantslib:grow_tree(pos, treemodel)
In the case of the growing code and the mapgen-based tree generator code,
generating a tree is done via the above two calls, which in turn immediately
call the usual spawn_tree() functions. This rerouting exists as a way for
other mods to hook into plants_lib's tree-growing functions in general,
perhaps to execute something extra whenever a tree is spawned.
plantslib:generate_tree(pos, treemodel) is called any time a
tree is spawned at map generation time. 'pos' is the position of the block on
which the tree is to be placed. 'treemodel' is the standard L-Systems tree
definition table expected by the spawn_tree() function. Refer to the 'trunk'
field in that table to derive the name of the tree being spawned.
plantslib:grow_tree(pos, treemodel) does the same sort of thing whenever a
tree is spawned within the abm-based growing code, for example when growing a
sapling into a tree.
=====
There are other, internal helper functions that are not meant for use by other
mods. Don't rely on them, as they are subject to change without notice.
===============
Global Settings
===============
Set this to true if you want the mod to spam your console with debug info :-)
plantlife_debug = false
======================
Fertile Ground Mapping
======================
The mod uses Perlin noise to create "biomes" of the various plants, via the
minetest.get_perlin() function. At present, there are three layers of
Perlin noise used.
The first one is for a "fertile ground" layer, which I tend to refer to as the
generic "stuff can potentially grow here" layer. Its values are hard-coded:
plantslib.plantlife_seed_diff = 329
perlin_octaves = 3
perlin_persistence = 0.6
perlin_scale = 100
For more information on how Perlin noise is generated, you will need to search
the web, as these default values were from that which is used by minetest_game
to spawn jungle grass at mapgen time, and I'm still learning how Perlin noise
works. ;-)
===================
Temperature Mapping
===================
The second Perlin layer is a temperature map, with values taken from
SPlizard's Snow Biomes mod so that the two will be compatible, since that mod
appears to be the standard now. Those values are:
temperature_seeddiff = 112
temperature_octaves = 3
temperature_persistence = 0.5
temperature_scale = 150
The way Perlin values are used by this mod, in keeping with the snow mod's
apparent methods, larger values returned by the Perlin function represent
*colder* temperatures. In this mod, the following table gives a rough
approximation of how temperature maps to these values, normalized to
0.53 = 0 °C and +1.0 = -25 °C.
Perlin Approx. Temperature
-1.0 81 °C ( 178 °F)
-0.75 68 °C ( 155 °F)
-0.56 58 °C ( 136 °F)
-0.5 55 °C ( 131 °F)
-0.25 41 °C ( 107 °F)
-0.18 38 °C ( 100 °F)
0 28 °C ( 83 °F)
0.13 21 °C ( 70 °F)
0.25 15 °C ( 59 °F)
0.5 2 °C ( 35 °F)
0.53 0 °C ( 32 °F)
0.75 -12 °C ( 11 °F)
0.86 -18 °C ( 0 °F)
1.0 -25 °C (- 13 °F)
Included in this table are even 0.25 steps in Perlin values along with some
common temperatures on both the Centigrade and Fahrenheit scales. Note that
unless you're trying to model the Moon or perhaps Mercury in your mods/maps,
you probably won't need to bother with Perlin values of less than -0.56 or so.
================
Humidity Mapping
================
Last but not least is a moisture/humidity map. Like the temperature map
above, Perlin values can be tested to determine the approximate humidity of
the *air* in the area. This humidity map is basically the perlin layer used
for deserts.
A value of -1.0 is very moist (basically a thick fog, if it could be seen), a
value of +0.4 represents the edge of a desert as usually seen in the game, and
a value of +1.0 is as dry as a bone.
This does not check for nearby water, just general air humidity, and that
being the case, nearby ground does not affect the reported humidity of a
region (because this isn't yet possible to calculate yet). Use the near_nodes
and avoid_nodes parameters and their related options to check for water and
such.
The Perlin values use for this layer are:
humidity_seeddiff = 9130
humidity_octaves = 3
humidity_persistence = 0.5
humidity_scale = 250
And this particular one is mapped slightly differently from the others:
noise3 = perlin3:get2d({x=p_top.x+150, y=p_top.z+50})
(Note the +150 and +50 offsets)

1
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@ -1,4 +1,3 @@
Sunflower model and textures by kaeza (CC-BY-SA 3.0).
For the code, Ironzorg's textures, and everything else: WTFPL

4
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@ -22,7 +22,7 @@ that is necessary for them to spawn on, so they won't grow if placed on e.g.
cobble or homedecor flower pot, etc. This doesn't affect wall-climbing poison
ivy, since it uses a different growth pattern.
All plants use multiple controls provided by biome_lib, to keep where they
All plants use multiple controls provided by plants_lib, to keep where they
grow under control - no more random spread of plants! In addition, the density
of the plants in any region they appear in has been fixed and brought under
control.
@ -47,7 +47,7 @@ either as previously supplied with this modpack, or in its standalone form,
you'll want to delete the "junglegrass" directory from this modpack to get rid
of the aliases-to-air that it supplies.
Software Requirements: This mod requires Minetest 0.4.11 or later. It is
Software Requirements: This mod requires Minetest 0.4.9 or later. It is
unlikely to work with old versions.
------------------------------------------------------------------------------

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@ -1,3 +1,3 @@
default
biome_lib
plants_lib
flowers_plus?

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@ -5,5 +5,5 @@ local mname = "along_shore"
-----------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------
minetest.log("action", "[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...")
print("[Mod] "..title.." ["..version.."] ["..mname.."] Loaded...")
-----------------------------------------------------------------------------------------------

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4
bushes/depends.txt Executable file → Normal file
View File

@ -1,4 +1,2 @@
default
biome_lib
stonage?
sumpf?
plants_lib

82
bushes/init.lua Executable file → Normal file
View File

@ -4,15 +4,15 @@
-- bush leaf textures are cc-by-sa 3.0. from VannessaE's moretrees mod. (Leaf texture created by RealBadAngel or VanessaE)
-- Branch textures created by Neuromancer.
-- Licence for Code and Non-Bush leaf code is WTFPL.
abstract_bushes = {}
abstract_bushes = {}
minetest.register_node("bushes:youngtree2_bottom", {
description = "Young Tree 2 (bottom)",
description = "Young Tree 2 (bottom)",
drawtype="nodebox",
tiles = {"bushes_youngtree2trunk.png"},
inventory_image = "bushes_youngtree2trunk_inv.png",
wield_image = "bushes_youngtree2trunk_inv.png",
wield_image = "bushes_youngtree2trunk_inv.png",
paramtype = "light",
walkable = false,
is_ground_content = true,
@ -27,7 +27,7 @@ node_box = {
sounds = default.node_sound_leaves_defaults(),
drop = 'default:stick'
})
local BushBranchCenter = { {1,1}, {3,2} }
for i in pairs(BushBranchCenter) do
local Num = BushBranchCenter[i][1]
@ -56,8 +56,8 @@ for i in pairs(BushBranchCenter) do
sunlight_propagates = true,
groups = {
-- tree=1, -- MM: disabled because some recipes use group:tree for trunks
snappy=3,
flammable=2,
snappy=3,
flammable=2,
leaves=1
},
sounds = default.node_sound_leaves_defaults(),
@ -77,8 +77,8 @@ for i in pairs(BushBranchSide) do
--[[bottom]]"bushes_branches_center_"..TexNum..".png",
--[[right]] "bushes_branches_left_"..TexNum..".png",
--[[left]] "bushes_branches_right_"..TexNum..".png", -- MM: We could also mirror the previous here,
--[[back]] "bushes_branches_center_"..TexNum..".png",-- unless U really want 'em 2 B different
--[[front]] "bushes_branches_right_"..TexNum..".png"
--[[back]] "bushes_branches_center_"..TexNum..".png",-- unless U really want 'em 2 B different
--[[front]] "bushes_branches_right_"..TexNum..".png"
},
node_box = {
type = "fixed",
@ -99,8 +99,8 @@ for i in pairs(BushBranchSide) do
sunlight_propagates = true,
groups = {
-- tree=1, -- MM: disabled because some recipes use group:tree for trunks
snappy=3,
flammable=2,
snappy=3,
flammable=2,
leaves=1
},
sounds = default.node_sound_leaves_defaults(),
@ -110,23 +110,23 @@ end
local BushLeafNode = { {1}, {2}}
for i in pairs(BushLeafNode) do
local Num = BushLeafNode[i][1]
local Num = BushLeafNode[i][1]
minetest.register_node("bushes:BushLeaves"..Num, {
description = "Bush Leaves "..Num,
drawtype = "allfaces_optional",
tiles = {"bushes_leaves_"..Num..".png"},
paramtype = "light",
groups = { -- MM: Should we add leafdecay?
groups = { -- MM: Should we add leafdecay?
snappy=3,
flammable=2,
attached_node=1
},
sounds = default.node_sound_leaves_defaults(),
})
sounds = default.node_sound_leaves_defaults(),
})
end
abstract_bushes.grow_bush = function(pos)
local leaf_type = math.random(1,2)
local leaf_type = math.random(1,2)
local bush_side_height = math.random(0,1)
local chance_of_bush_node_right = math.random(1,10)
if chance_of_bush_node_right> 5 then
@ -144,25 +144,26 @@ abstract_bushes.grow_bush = function(pos)
bush_side_height = math.random(0,1)
local front_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z+1}
abstract_bushes.grow_bush_node(front_pos,2,leaf_type)
end
end
local chance_of_bush_node_back = math.random(1,10)
if chance_of_bush_node_back> 5 then
bush_side_height = math.random(0,1)
local back_pos = {x=pos.x, y=pos.y+bush_side_height, z=pos.z-1}
abstract_bushes.grow_bush_node(back_pos,0,leaf_type)
end
abstract_bushes.grow_bush_node(pos,5,leaf_type)
end
abstract_bushes.grow_bush_node = function(pos,dir, leaf_type)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z}
local bush_branch_type = 2
--local bush_branch_type = math.random(1,3)
--local bush_branch_type = 2
-- MM: I'm not sure if it's slower now than before...
if dir ~= 5 and leaf_type == 1 then
bush_branch_type = 2
@ -178,7 +179,7 @@ abstract_bushes.grow_bush_node = function(pos,dir, leaf_type)
bush_branch_type = 3
dir = 1
end
if minetest.get_node(right_here).name == "air" -- instead of check_air = true,
or minetest.get_node(right_here).name == "default:junglegrass" then
minetest.set_node(right_here, {name="bushes:bushbranches"..bush_branch_type , param2=dir})
@ -194,13 +195,12 @@ abstract_bushes.grow_bush_node = function(pos,dir, leaf_type)
end
biome_lib:register_generate_plant({
plantslib:register_generate_plant({
surface = {
"default:dirt_with_grass",
"default:dirt_with_grass",
"stoneage:grass_with_silex",
"sumpf:peat",
"sumpf:sumpf",
"default:dirt_with_dry_grass"
"sumpf:sumpf"
},
max_count = 15, --10,15
rarity = 101 - 4, --3,4
@ -208,21 +208,21 @@ biome_lib:register_generate_plant({
plantlife_limit = -0.9,
},
abstract_bushes.grow_bush
)
)
abstract_bushes.grow_youngtree2 = function(pos)
local height = math.random(4,5)
return abstract_bushes.grow_youngtree_node2(pos,height)
local height = math.random(4,5)
abstract_bushes.grow_youngtree_node2(pos,height)
end
abstract_bushes.grow_youngtree_node2 = function(pos, height)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
local above_right_here = {x=pos.x, y=pos.y+2, z=pos.z}
local two_above_right_here = {x=pos.x, y=pos.y+3, z=pos.z}
local three_above_right_here = {x=pos.x, y=pos.y+4, z=pos.z}
if minetest.get_node(right_here).name == "air" -- instead of check_air = true,
or minetest.get_node(right_here).name == "default:junglegrass" then
if height == 4 then
@ -235,17 +235,17 @@ abstract_bushes.grow_youngtree_node2 = function(pos, height)
minetest.set_node(three_above_right_here, {name="bushes:BushLeaves1" })
minetest.set_node(three_above_right_here_south, {name="bushes:BushLeaves1" })
end
end
end
biome_lib:register_generate_plant({
plantslib:register_generate_plant({
surface = {
"default:dirt_with_grass",
"default:dirt_with_grass",
"stoneage:grass_with_silex",
"sumpf:peat",
"sumpf:sumpf",
"default:dirt_with_dry_grass"
"sumpf:sumpf"
},
max_count = 55, --10,15
rarity = 101 - 4, --3,4
@ -253,6 +253,6 @@ biome_lib:register_generate_plant({
plantlife_limit = -0.9,
},
abstract_bushes.grow_youngtree2
)
)
--http://dev.minetest.net/Node_Drawtypes

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bushes/textures/old & unused/moretrees_pine_leaves3.png Executable file → Normal file

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22
bushes_classic/cooking.lua Executable file → Normal file
View File

@ -1,4 +1,12 @@
local S = biome_lib.intllib
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if (minetest.get_modpath("intllib")) then
dofile(minetest.get_modpath("intllib").."/intllib.lua")
S = intllib.Getter(minetest.get_current_modname())
else
S = function ( s ) return s end
end
-- Basket
@ -12,17 +20,6 @@ minetest.register_craft({
-- Sugar
-- Use the sugar from farming redo if available
if minetest.get_modpath("farming") and farming.mod == "redo" then
--[[ We really have nothing to do to use farming:sugar in the recipes
because they use the generic group group:food_sugar
which is added to the groups list of farming:sugar by the mod "food".
--]]
--Temporary alias to replace existing bushes:sugar in the world
minetest.register_alias("bushes:sugar", "farming:sugar")
else
minetest.register_craftitem(":bushes:sugar", {
description = S("Sugar"),
inventory_image = "bushes_sugar.png",
@ -36,7 +33,6 @@ minetest.register_craft({
{ "default:papyrus", "default:papyrus" },
},
})
end
for i, berry in ipairs(bushes_classic.bushes) do
local desc = bushes_classic.bushes_descriptions[i]

2
bushes_classic/depends.txt Executable file → Normal file
View File

@ -1,3 +1,3 @@
biome_lib
plants_lib
farming?
farming_plus?

0
bushes_classic/image_credits.txt Executable file → Normal file
View File

19
bushes_classic/init.lua Executable file → Normal file
View File

@ -2,8 +2,14 @@
-- now maintained by VanessaE
--
-- License: WTFPL
local S = biome_lib.intllib
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if (minetest.get_modpath("intllib")) then
dofile(minetest.get_modpath("intllib").."/intllib.lua")
S = intllib.Getter(minetest.get_current_modname())
else
S = function ( s ) return s end
end
bushes_classic = {}
@ -27,11 +33,10 @@ bushes_classic.bushes_descriptions = {
bushes_classic.spawn_list = {}
local modpath = minetest.get_modpath('bushes_classic')
dofile(modpath..'/cooking.lua')
dofile(modpath..'/nodes.lua')
dofile(minetest.get_modpath('bushes_classic') .. '/cooking.lua')
dofile(minetest.get_modpath('bushes_classic') .. '/nodes.lua')
biome_lib:spawn_on_surfaces({
plantslib:spawn_on_surfaces({
spawn_delay = 3600,
spawn_plants = bushes_classic.spawn_list,
avoid_radius = 10,
@ -56,4 +61,4 @@ biome_lib:spawn_on_surfaces({
minetest.register_alias("bushes:basket_pies", "bushes:basket_strawberry")
minetest.log("action", S("[Bushes] Loaded."))
print(S("[Bushes] Loaded."))

0
bushes_classic/locale/de.txt Executable file → Normal file
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@ -1,43 +0,0 @@
# Template
Strawberry = Fraise
Blackberry = Mûre
Blueberry = Myrtille
Raspberry = Framboise
Gooseberry = Groseille
Mixed Berry = Mélange de baies
Basket with Strawberry Pies = Panier de tartes aux fraises
Basket with Blackberry Pies = Panier de tartes aux mûres
Basket with Blueberry Pies = Panier de tartes aux myrtilles
Basket with Raspberry Pies = Panier de tartes aux framboises
Basket with Gooseberry Pies = Panier de tartes aux groseilles
Basket with Mixed Berry Pies = Panier de tartes au mélange de baies
currently fruitless = actuellement sans fruit
Strawberry Bush = Buisson à fraise
Blackberry Bush = Buisson à mûre
Blueberry Bush = Buisson à myrtille
Raspberry Bush = Buisson à framboise
Gooseberry Bush = Buisson à groseille
Mixed Berry Bush = Buisson de baies mélangées
Basket = Panier
Sugar = Sucre
Raw Strawberry pie = Tarte crue aux fraises
Raw Blackberry pie = Tarte crue aux mûres
Raw Blueberry pie = Tarte crue aux myrtilles
Raw Raspberry pie = Tarte crue aux framboises
Raw Gooseberry pie = Tarte crue aux groseilles
Raw Mixed Berry pie = Tarte crue au mélange de baies
Cooked Strawberry pie = Tarte cuite aux fraises
Cooked Blackberry pie = Tarte cuite aux mûres
Cooked Blueberry pie = Tarte cuite aux myrtilles
Cooked Raspberry pie = Tarte cuite aux framboises
Cooked Gooseberry pie = Tarte cuite aux groseilles
Cooked Mixed Berry pie = Tarte cuite au mélange de baies
Slice of Strawberry pie = Part de tarte aux fraises
Slice of Blackberry pie = Part de tarte aux mûres
Slice of Blueberry pie = Part de tarte aux myrtilles
Slice of Raspberry pie = Part de tarts aux framboises
Slice of Gooseberry pie = Part de tarte aux groseilles
Slice of Mixed Berry pie = Part de tarte au mélange de baies
[Bushes] Loaded. = [Buissons] Chargés.

0
bushes_classic/locale/template.txt Executable file → Normal file
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@ -1,44 +0,0 @@
# Turkish translation
# mahmutelmas06@hotmail.com
Strawberry = Çilek
Blackberry = Böğürtlen
Blueberry = Yaban mersini
Raspberry = Ahududu
Gooseberry = Bektaşi üzümü
Mixed Berry = Dut
Basket with Strawberry Pies = Çilekli pasta sepeti
Basket with Blackberry Pies = Böğürtlenli pasta sepeti
Basket with Blueberry Pies = Yaban mersini pastalı sepet
Basket with Raspberry Pies = Ahududulu pasta sepeti
Basket with Gooseberry Pies = Bektaşi üzümlü pasta sepeti
Basket with Mixed Berry Pies = Dutlu pasta sepeti
currently fruitless = şu anda meyvesiz
Strawberry Bush = Çilek fidanı
Blackberry Bush = Böğürtlen fidanı
Blueberry Bush = Yaban mersini fidanı
Raspberry Bush = Ahududu fidanı
Gooseberry Bush = Bektaşi üzümü fidanı
Mixed Berry Bush = Dut fidanı
Basket = Sepet
Sugar = Şeker
Raw Strawberry pie = Çilekli çiğ pasta
Raw Blackberry pie = Böğürtlenli çiğ pasta
Raw Blueberry pie = Yaban mersinli çiğ pasta
Raw Raspberry pie = Ahududulu çiğ pasta
Raw Gooseberry pie = Bektaşi üzümlü çiğ pasta
Raw Mixed Berry pie = Dutlu çiğ pasta
Cooked Strawberry pie = Pişmiş çilekli pasta
Cooked Blackberry pie = Pişmiş böğürtlenli pasta
Cooked Blueberry pie = Pişmiş yaban mersinli pasta
Cooked Raspberry pie = Pişmiş ahududulu pasta
Cooked Gooseberry pie = Pişmiş bektaşi üzümlü pasta
Cooked Mixed Berry pie = Pişmiş dutlu pasta
Slice of Strawberry pie = Çilekli pasta dilimi
Slice of Blackberry pie = Böğürtlenli pasta dilimi
Slice of Blueberry pie = Yaban mersinli pasta dilimi
Slice of Raspberry pie = Ahududulu pasta dilimi
Slice of Gooseberry pie = Bektaşi üzümlü pasta dilimi
Slice of Mixed Berry pie = Dutlu pasta dilimi
[Bushes] Loaded. = [Bushes] yüklendi.

View File

@ -1,46 +0,0 @@
# Blender v2.73 (sub 0) OBJ File: 'basket-of-pies.blend'
# www.blender.org
o basket_Cube.001
v -0.500000 -0.500000 0.500000
v -0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 -0.500000
v 0.500000 -0.500000 0.500000
v -0.500000 0.500000 0.500000
v -0.500000 0.500000 -0.500000
v 0.500000 0.500000 -0.500000
v 0.500000 0.500000 0.500000
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View File

@ -1,330 +0,0 @@
# Blender v2.73 (sub 0) OBJ File: 'basket-of-pies.blend'
# www.blender.org
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g pies_Cylinder_pie
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g basket_Cube.001_basket
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View File

@ -1,329 +0,0 @@
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# www.blender.org
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vt 0.703461 0.862038
vt 0.453125 1.000000
vt 0.437500 0.937500
vt 0.546875 0.937500
vt 0.375000 0.765625
vt 0.625000 0.703125
vt 0.750000 0.281250
vt 0.000000 0.125000
vt 0.781059 0.974219
vt 0.740272 0.862038
vt 0.773590 0.862038
vt 0.823762 0.862067
vt 0.773656 0.862066
vt 0.800723 0.801332
vt 0.750000 0.421875
vt 1.000000 0.125000
vt 0.881508 0.980225
vt 0.923791 0.982865
vt 0.819499 0.959318
vt 0.634200 0.973424
vt 0.659430 0.971277
vt 0.724959 0.956989
vt 0.755822 0.968617
vt 0.125000 0.000000
vt 0.234375 0.000000
vt 0.375000 0.000000
vt 0.500000 0.000000
vt 0.750000 0.000000
vt 0.875000 0.000000
vt 1.000000 0.000000
vt 0.625000 0.000000
vt 0.000000 0.000000
vt 0.618713 0.862038
vt 0.453125 0.781250
vt 0.484375 0.890625
vt 0.406250 0.859375
vt 0.738525 0.828462
vt 0.741806 0.778103
vt 0.777683 0.740596
vt 0.827789 0.740597
vt 0.862920 0.774201
vt 0.859639 0.824560
s off
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f 9/9 72/10 39/11 37/7
f 52/12 51/13 69/14 65/15
f 72/10 54/16 38/17 39/11
f 1/18 39/11 38/17 75/19
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f 57/53 11/43 26/21 59/51
f 19/47 17/67 18/55 71/48
f 73/31 12/68 10/2 63/1
f 68/35 66/39 10/69 12/70
f 74/64 32/71 31/72 11/65
f 53/42 46/41 64/30 22/54
f 25/56 18/55 61/4 13/3
f 49/58 44/73 80/74
f 45/38 3/8 1/18 47/40
f 9/9 48/75 6/33 4/32
f 62/76 40/50 52/12 56/27
f 81/77 7/78 87/79
f 31/80 36/61 20/45 29/81
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f 36/85 79/86 23/87
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f 4/32 73/31 63/1 2/90
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f 33/95 86/96 90/97
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f 54/16 62/76 56/27 38/17
f 29/81 20/45 71/48 27/57
f 37/7 35/6 48/75 9/9
f 5/98 17/67 62/76 54/16
f 18/55 17/67 5/98 61/4
f 10/69 66/39 53/42 13/59
f 12/68 73/31 55/34 14/99
f 51/13 52/12 40/50 70/49
f 27/23 25/60 22/54 28/20
f 65/15 69/14 59/51 60/29
f 56/27 52/12 65/15 77/28
f 46/41 75/19 77/28 64/30
f 60/29 59/51 26/21 28/20
f 47/40 1/18 75/19 46/41
f 2/90 5/98 54/16 72/10
f 4/32 2/90 72/10 9/9
f 43/37 67/5 3/8 45/38
f 2/90 63/1 61/4 5/98
f 82/100 7/78 8/101
f 82/24 34/102 33/25
f 81/103 15/83 16/104
f 81/77 8/101 7/78
f 83/82 41/93 42/105
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f 84/92 33/25 34/102
f 84/92 42/106 41/93
f 30/36 83/107 42/108 43/37
f 42/108 84/109 67/5 43/37
f 67/5 84/109 34/110 35/6
f 55/34 6/33 8/111 81/112
f 55/34 81/112 16/113 14/99
f 34/110 82/114 48/75 35/6
f 48/75 82/114 8/111 6/33
f 30/36 14/91 16/115 83/107
f 7/78 82/100 85/26
f 15/83 81/103 87/116
f 41/93 83/82 88/84
f 33/25 84/92 86/94
f 80/74 50/117 49/58
f 23/87 24/118 80/74
f 80/74 44/73 23/87
f 79/86 36/85 31/72
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f 31/72 32/71 79/86
f 78/88 49/58 50/117
f 78/88 57/66 76/52
f 76/52 49/58 78/88
f 24/118 79/86 89/119
f 79/86 32/71 89/119
f 32/71 74/64 89/119
f 74/64 58/63 89/119
f 58/63 78/88 89/119
f 78/88 50/117 89/119
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f 80/74 24/118 89/119
f 86/96 41/120 90/97
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f 88/121 15/122 90/97
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f 87/123 7/124 90/97
f 7/124 85/125 90/97
f 85/125 33/95 90/97

206
bushes_classic/nodes.lua Executable file → Normal file
View File

@ -1,142 +1,145 @@
local S = biome_lib.intllib
-- Boilerplate to support localized strings if intllib mod is installed.
local S
if (minetest.get_modpath("intllib")) then
dofile(minetest.get_modpath("intllib").."/intllib.lua")
S = intllib.Getter(minetest.get_current_modname())
else
S = function ( s ) return s end
end
plantlife_bushes = {}
-- TODO: add support for nodebreakers? those dig like mese picks
plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
if not (digger and pos and oldnode) then
return
plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
if( not( digger ) or not( pos ) or not (oldnode )) then
return nil;
end
-- find out which bush type we are dealing with
local bush_name = ""
local can_harvest = false
if oldnode.name == "bushes:fruitless_bush" then
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
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
local name_parts = oldnode.name:split( ":" );
if( #name_parts >= 2 and name_parts[2]~=nil ) then
name_parts = name_parts[2]:split("_")
name_parts = name_parts[2]:split( "_" );
if #name_parts >= 2 and name_parts[1] ~= nil then
bush_name = name_parts[1]
if( #name_parts >= 2 and name_parts[1]~=nil ) then
bush_name = name_parts[1];
-- this bush really carries fruits
can_harvest = true
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()
local toolstack = digger:get_wielded_item();
local capabilities = toolstack:get_tool_capabilities();
-- what the player will get
local harvested
local harvested = "";
local amount = "";
-- failure to find out what the tool can do: destroy the bush and return nothing
local groupcaps = capabilities.groupcaps
if not groupcaps then
return
if( not( capabilities["groupcaps"] )) then
return nil;
-- digging with the hand or something like that
elseif groupcaps.snappy then
elseif( capabilities["groupcaps"]["snappy"] ) then
-- plant a new bush without fruits
minetest.set_node(pos, {type = "node", name = "bushes:fruitless_bush"})
local meta = minetest.get_meta(pos)
meta:set_string('bush_type', bush_name)
minetest.set_node(pos,{type='node',name='bushes:fruitless_bush'})
local meta = minetest.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 then
local amount = "4"
harvested = "bushes:" .. bush_name .. " " .. amount
if( can_harvest == true ) then
amount = "4";
harvested = "bushes:"..bush_name.." "..amount;
end
-- something like a shovel
elseif groupcaps.crumbly then
elseif( capabilities["groupcaps"]["crumbly"] ) then
-- with a chance of 1/3, return 2 bushes
local amount
if math.random(1,3) == 1 then
amount = "2"
if( math.random(1,3)==1 ) then
amount = "2";
else
amount = "1"
amount = "1";
end
-- return the bush itself
harvested = "bushes:" .. bush_name .. "_bush "..amount
harvested = "bushes:" .. bush_name .. "_bush "..amount;
-- something like an axe
elseif groupcaps.choppy then
elseif( capabilities["groupcaps"]["choppy"] ) then
-- the amount of sticks may vary
local amount = math.random(4, 20)
amount = math.random( 4, 20 );
-- return some sticks
harvested = "default:stick " .. amount
harvested = "default:stick "..amount;
-- nothing known - destroy the plant
else
return
return nil;
end
-- give the harvested result to the player
if harvested then
if( harvested ~= "" ) then
--minetest.chat_send_player("singleplayer","you would now get "..tostring( harvested ) );
local itemstack = ItemStack(harvested)
local inventory = digger:get_inventory()
if inventory:room_for_item("main", itemstack) then
inventory:add_item("main", itemstack)
else
minetest.item_drop(itemstack, digger, pos)
end
digger:get_inventory():add_item( "main", harvested );
end
end
plantlife_bushes.after_place_node = function(pos, placer, itemstack)
if not (itemstack and pos) then
return
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
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("_")
name_parts = name_parts[2]:split( "_" );
if #name_parts < 2 or name_parts[1] == nil then
return
if( #name_parts <2 or name_parts[1]==nil ) then
return nil;
end
minetest.set_node(pos, {name = "bushes:fruitless_bush"})
local meta = minetest.get_meta(pos)
meta:set_string("bush_type", name_parts[1])
minetest.set_node( pos, {type='node',name='bushes:fruitless_bush'});
local meta = minetest.get_meta( pos );
meta:set_string( 'bush_type', name_parts[1] );
return nil;
end
-- regrow berries (uses a base abm instead of biome_lib because of the use of metadata).
-- regrow berries (uses a base abm instead of plants_lib because of the use of metadata).
minetest.register_abm({
nodenames = {"bushes:fruitless_bush"},
neighbors = {"group:soil", "group:potting_soil"},
nodenames = { "bushes:fruitless_bush" },
interval = 500,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local bush_name = meta:get_string("bush_type")
if bush_name and bush_name ~= "" then
local dirtpos = {x = pos.x, y = pos.y-1, z = pos.z}
local meta = minetest.get_meta( pos );
local bush_name = meta:get_string( 'bush_type' );
if( bush_name ~= nil and bush_name ~= '' ) then
local dirtpos = { x = pos.x, y = pos.y-1, z = pos.z }
local dirt = minetest.get_node(dirtpos)
local is_soil = minetest.get_item_group(dirt.name, "soil") or minetest.get_item_group(dirt.name, "potting_soil")
if is_soil and (dirt.name == "farming:soil_wet" or math.random(1,3) == 1) then
minetest.set_node( pos, {name = "bushes:" .. bush_name .. "_bush"})
if dirt.name == "farming:soil_wet" or math.random(1,3) == 1 then
minetest.set_node( pos, {type='node',name='bushes:'..bush_name..'_bush'})
end
end
end
@ -150,14 +153,11 @@ for i, bush_name in ipairs(bushes_classic.bushes) do
minetest.register_node(":bushes:basket_"..bush_name, {
description = S("Basket with "..desc.." Pies"),
drawtype = "mesh",
mesh = "bushes_basket_full.obj",
tiles = {
"bushes_basket_pie_"..bush_name..".png",
"bushes_basket.png"
"bushes_basket_"..bush_name.."_top.png",
"bushes_basket_bottom.png",
"bushes_basket_side.png"
},
paramtype = "light",
paramtype2 = "facedir",
on_use = minetest.item_eat(18),
groups = { dig_immediate = 3 },
})
@ -177,22 +177,35 @@ for i, bush_name in ipairs(bushes_classic.bushes) do
end
minetest.register_node(":bushes:" .. bush_name .. "_bush", {
description = S(desc.." Bush"),
drawtype = "mesh",
mesh = "bushes_bush.obj",
tiles = {"bushes_bush_"..bush_name..".png"},
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = groups,
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,
description = S(desc.." Bush"),
drawtype = "nodebox",
tiles = {texture_top, texture_bottom, "bushes_" .. bush_name .. "_bush.png"},
inventory_image = "bushes_" .. bush_name .. "_bush.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
node_box = {
type = "fixed",
fixed = {
{-1/16, -8/16, -1/16, 1/16, -6/16, 1/16},
{-4/16, -6/16, -4/16, 4/16, 5/16, 4/16},
{-5/16, -5/16, -5/16, 5/16, 3/16, 5/16},
{-6/16, -4/16, -6/16, 6/16, 2/16, 6/16},
{-6.5/16, -3/16, -6.5/16, 6.5/16, -2/16, 6.5/16},
{-3/16, 5/16, -3/16, 3/16, 6/16, 3/16},
{-2/16, 5/16, -2/16, 2/16, 7/16, 2/16}
}
},
groups = groups,
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
@ -201,13 +214,14 @@ for i, bush_name in ipairs(bushes_classic.bushes) do
end
end
minetest.register_node(":bushes:basket_empty", {
description = S("Basket"),
drawtype = "mesh",
mesh = "bushes_basket_empty.obj",
tiles = { "bushes_basket.png" },
paramtype = "light",
paramtype2 = "facedir",
tiles = {
"bushes_basket_empty_top.png",
"bushes_basket_bottom.png",
"bushes_basket_side.png"
},
groups = { dig_immediate = 3 },
})

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