-- mods/default/functions.lua -- -- Sounds -- function default.node_sound_defaults(table) table = table or {} table.footstep = table.footstep or {name = "", gain = 1.0} table.dug = table.dug or {name = "default_dug_node", gain = 0.25} table.place = table.place or {name = "default_place_node_hard", gain = 1.0} return table end function default.node_sound_stone_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_hard_footstep", gain = 0.3} table.dug = table.dug or {name = "default_hard_footstep", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_dirt_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_dirt_footstep", gain = 0.4} table.dug = table.dug or {name = "default_dirt_footstep", gain = 1.0} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_sand_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_sand_footstep", gain = 0.12} table.dug = table.dug or {name = "default_sand_footstep", gain = 0.24} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_gravel_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_gravel_footstep", gain = 0.4} table.dug = table.dug or {name = "default_gravel_footstep", gain = 1.0} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_wood_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_wood_footstep", gain = 0.3} table.dug = table.dug or {name = "default_wood_footstep", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_leaves_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_grass_footstep", gain = 0.45} table.dug = table.dug or {name = "default_grass_footstep", gain = 0.7} table.place = table.place or {name = "default_place_node", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_glass_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_glass_footstep", gain = 0.3} table.dig = table.dig or {name = "default_glass_footstep", gain = 0.5} table.dug = table.dug or {name = "default_break_glass", gain = 1.0} default.node_sound_defaults(table) return table end function default.node_sound_metal_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_metal_footstep", gain = 0.4} table.dig = table.dig or {name = "default_dig_metal", gain = 0.5} table.dug = table.dug or {name = "default_dug_metal", gain = 0.5} table.place = table.place or {name = "default_place_node_metal", gain = 0.5} default.node_sound_defaults(table) return table end function default.node_sound_water_defaults(table) table = table or {} table.footstep = table.footstep or {name = "default_water_footstep", gain = 0.2} default.node_sound_defaults(table) return table end -- -- Lavacooling -- default.cool_lava = function(pos, node) if node.name == "default:lava_source" then minetest.set_node(pos, {name = "default:obsidian"}) else -- Lava flowing minetest.set_node(pos, {name = "default:stone"}) end minetest.sound_play("default_cool_lava", {pos = pos, max_hear_distance = 16, gain = 0.25}) end minetest.register_abm({ label = "Lava cooling", nodenames = {"default:lava_source", "default:lava_flowing"}, neighbors = {"group:cools_lava", "group:water"}, interval = 1, chance = 1, catch_up = false, action = function(...) default.cool_lava(...) end, }) -- -- optimized helper to put all items in an inventory into a drops list -- function default.get_inventory_drops(pos, inventory, drops) local inv = minetest.get_meta(pos):get_inventory() local n = #drops for i = 1, inv:get_size(inventory) do local stack = inv:get_stack(inventory, i) if stack:get_count() > 0 then drops[n+1] = stack:to_table() n = n + 1 end end end -- -- Papyrus and cactus growing -- -- wrapping the functions in abm action is necessary to make overriding them possible function default.grow_cactus(pos, node) if node.param2 >= 4 then return end pos.y = pos.y - 1 if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then return end pos.y = pos.y + 1 local height = 0 while node.name == "default:cactus" and height < 4 do height = height + 1 pos.y = pos.y + 1 node = minetest.get_node(pos) end if height == 4 or node.name ~= "air" then return end if minetest.get_node_light(pos) < 13 then return end minetest.set_node(pos, {name = "default:cactus"}) return true end function default.grow_papyrus(pos, node) pos.y = pos.y - 1 local name = minetest.get_node(pos).name if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then return end if not minetest.find_node_near(pos, 3, {"group:water"}) then return end pos.y = pos.y + 1 local height = 0 while node.name == "default:papyrus" and height < 4 do height = height + 1 pos.y = pos.y + 1 node = minetest.get_node(pos) end if height == 4 or node.name ~= "air" then return end if minetest.get_node_light(pos) < 13 then return end minetest.set_node(pos, {name = "default:papyrus"}) return true end minetest.register_abm({ label = "Grow cactus", nodenames = {"default:cactus"}, neighbors = {"group:sand"}, interval = 12, chance = 83, action = function(...) default.grow_cactus(...) end }) minetest.register_abm({ label = "Grow papyrus", nodenames = {"default:papyrus"}, neighbors = {"default:dirt", "default:dirt_with_grass"}, interval = 14, chance = 71, action = function(...) default.grow_papyrus(...) end }) -- -- dig upwards -- function default.dig_up(pos, node, digger) if digger == nil then return end local np = {x = pos.x, y = pos.y + 1, z = pos.z} local nn = minetest.get_node(np) if nn.name == node.name then minetest.node_dig(np, nn, digger) end end -- -- Fence registration helper -- function default.register_fence(name, def) minetest.register_craft({ output = name .. " 4", recipe = { { def.material, 'group:stick', def.material }, { def.material, 'group:stick', def.material }, } }) local fence_texture = "default_fence_overlay.png^" .. def.texture .. "^default_fence_overlay.png^[makealpha:255,126,126" -- Allow almost everything to be overridden local default_fields = { paramtype = "light", drawtype = "nodebox", node_box = { type = "connected", fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}}, -- connect_top = -- connect_bottom = connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8}, {-1/16,-5/16,-1/2,1/16,-3/16,-1/8}}, connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16}, {-1/2,-5/16,-1/16,-1/8,-3/16,1/16}}, connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2}, {-1/16,-5/16,1/8,1/16,-3/16,1/2}}, connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16}, {1/8,-5/16,-1/16,1/2,-3/16,1/16}}, }, connects_to = {"group:fence", "group:wood", "group:tree"}, inventory_image = fence_texture, wield_image = fence_texture, tiles = {def.texture}, sunlight_propagates = true, is_ground_content = false, groups = {}, } for k, v in pairs(default_fields) do if not def[k] then def[k] = v end end -- Always add to the fence group, even if no group provided def.groups.fence = 1 def.texture = nil def.material = nil minetest.register_node(name, def) end -- -- Leafdecay -- -- Prevent decay of placed leaves default.after_place_leaves = function(pos, placer, itemstack, pointed_thing) if placer and not placer:get_player_control().sneak then local node = minetest.get_node(pos) node.param2 = 1 minetest.set_node(pos, node) end end -- Leafdecay ABM minetest.register_abm({ label = "Leaf decay", nodenames = {"group:leafdecay"}, neighbors = {"air"}, interval = 2, chance = 10, catch_up = false, action = function(pos, node, _, _) -- Check if leaf is placed if node.param2 ~= 0 then return end local rad = minetest.registered_nodes[node.name].groups.leafdecay -- Assume ignore is a trunk, to make this -- work at the border of a loaded area if minetest.find_node_near(pos, rad, {"ignore", "group:tree"}) then return end -- Drop stuff local itemstacks = minetest.get_node_drops(node.name) for _, itemname in ipairs(itemstacks) do if itemname ~= node.name or minetest.get_item_group(node.name, "leafdecay_drop") ~= 0 then local p_drop = { x = pos.x - 0.5 + math.random(), y = pos.y - 0.5 + math.random(), z = pos.z - 0.5 + math.random(), } minetest.add_item(p_drop, itemname) end end -- Remove node minetest.remove_node(pos) minetest.check_for_falling(pos) end }) -- -- Convert dirt to something that fits the environment -- minetest.register_abm({ label = "Grass spread", nodenames = {"default:dirt"}, neighbors = { "air", "group:grass", "group:dry_grass", "default:snow", }, interval = 6, chance = 50, catch_up = false, action = function(pos, node) -- Check for darkness: night, shadow or under a light-blocking node -- Returns if ignore above local above = {x = pos.x, y = pos.y + 1, z = pos.z} if (minetest.get_node_light(above) or 0) < 13 then return end -- Look for spreading dirt-type neighbours local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type") if p2 then local n3 = minetest.get_node(p2) minetest.set_node(pos, {name = n3.name}) return end -- Else, any seeding nodes on top? local name = minetest.get_node(above).name -- Snow check is cheapest, so comes first if name == "default:snow" then minetest.set_node(pos, {name = "default:dirt_with_snow"}) -- Most likely case first elseif minetest.get_item_group(name, "grass") ~= 0 then minetest.set_node(pos, {name = "default:dirt_with_grass"}) elseif minetest.get_item_group(name, "dry_grass") ~= 0 then minetest.set_node(pos, {name = "default:dirt_with_dry_grass"}) end end }) -- -- Grass and dry grass removed in darkness -- minetest.register_abm({ label = "Grass covered", nodenames = {"group:spreading_dirt_type"}, interval = 8, chance = 50, catch_up = false, action = function(pos, node) local above = {x = pos.x, y = pos.y + 1, z = pos.z} local name = minetest.get_node(above).name local nodedef = minetest.registered_nodes[name] if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or nodedef.paramtype == "light") and nodedef.liquidtype == "none") then minetest.set_node(pos, {name = "default:dirt"}) end end }) -- -- Moss growth on cobble near water -- minetest.register_abm({ label = "Moss growth", nodenames = {"default:cobble", "stairs:slab_cobble", "stairs:stair_cobble", "walls:cobble"}, neighbors = {"group:water"}, interval = 16, chance = 200, catch_up = false, action = function(pos, node) if node.name == "default:cobble" then minetest.set_node(pos, {name = "default:mossycobble"}) elseif node.name == "stairs:slab_cobble" then minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2}) elseif node.name == "stairs:stair_cobble" then minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2}) elseif node.name == "walls:cobble" then minetest.set_node(pos, {name = "walls:mossycobble", param2 = node.param2}) end end }) -- -- Checks if specified volume intersects a protected volume -- function default.intersects_protection(minp, maxp, player_name, interval) -- 'interval' is the largest allowed interval for the 3D lattice of checks -- Compute the optimal float step 'd' for each axis so that all corners and -- borders are checked. 'd' will be smaller or equal to 'interval'. -- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the -- for loop (which might otherwise not be the case due to rounding errors). local d = {} for _, c in pairs({"x", "y", "z"}) do if maxp[c] > minp[c] then d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4 elseif maxp[c] == minp[c] then d[c] = 1 -- Any value larger than 0 to avoid division by zero else -- maxp[c] < minp[c], print error and treat as protection intersected minetest.log("error", "maxp < minp in 'default.intersects_protection()'") return true end end for zf = minp.z, maxp.z, d.z do local z = math.floor(zf + 0.5) for yf = minp.y, maxp.y, d.y do local y = math.floor(yf + 0.5) for xf = minp.x, maxp.x, d.x do local x = math.floor(xf + 0.5) if minetest.is_protected({x = x, y = y, z = z}, player_name) then return true end end end end return false end -- -- Coral death near air -- minetest.register_abm({ nodenames = {"default:coral_brown", "default:coral_orange"}, neighbors = {"air"}, interval = 17, chance = 5, catch_up = false, action = function(pos, node) minetest.set_node(pos, {name = "default:coral_skeleton"}) end, })