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https://github.com/minetest/minetest_game.git
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0ad3306c79
This removes the group overrides for dirt, dirt_with_grass and dirt_with_dry_grass which aren't needed and interfere with new grass spreading changes: https://github.com/minetest/minetest_game/pull/1286
164 lines
4.6 KiB
Lua
164 lines
4.6 KiB
Lua
minetest.override_item("default:dirt", {
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soil = {
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base = "default:dirt",
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dry = "farming:soil",
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wet = "farming:soil_wet"
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}
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})
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minetest.override_item("default:dirt_with_grass", {
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soil = {
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base = "default:dirt_with_grass",
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dry = "farming:soil",
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wet = "farming:soil_wet"
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}
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})
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minetest.override_item("default:dirt_with_dry_grass", {
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soil = {
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base = "default:dirt_with_dry_grass",
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dry = "farming:soil",
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wet = "farming:soil_wet"
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}
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})
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minetest.register_node("farming:soil", {
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description = "Soil",
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tiles = {"default_dirt.png^farming_soil.png", "default_dirt.png"},
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drop = "default:dirt",
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groups = {crumbly=3, not_in_creative_inventory=1, soil=2, grassland = 1, field = 1},
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sounds = default.node_sound_dirt_defaults(),
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soil = {
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base = "default:dirt",
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dry = "farming:soil",
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wet = "farming:soil_wet"
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}
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})
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minetest.register_node("farming:soil_wet", {
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description = "Wet Soil",
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tiles = {"default_dirt.png^farming_soil_wet.png", "default_dirt.png^farming_soil_wet_side.png"},
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drop = "default:dirt",
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groups = {crumbly=3, not_in_creative_inventory=1, soil=3, wet = 1, grassland = 1, field = 1},
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sounds = default.node_sound_dirt_defaults(),
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soil = {
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base = "default:dirt",
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dry = "farming:soil",
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wet = "farming:soil_wet"
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}
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})
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minetest.override_item("default:desert_sand", {
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groups = {crumbly=3, falling_node=1, sand=1, soil = 1},
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soil = {
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base = "default:desert_sand",
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dry = "farming:desert_sand_soil",
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wet = "farming:desert_sand_soil_wet"
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}
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})
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minetest.register_node("farming:desert_sand_soil", {
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description = "Desert Sand Soil",
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drop = "default:desert_sand",
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tiles = {"farming_desert_sand_soil.png", "default_desert_sand.png"},
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groups = {crumbly=3, not_in_creative_inventory = 1, falling_node=1, sand=1, soil = 2, desert = 1, field = 1},
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sounds = default.node_sound_sand_defaults(),
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soil = {
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base = "default:desert_sand",
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dry = "farming:desert_sand_soil",
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wet = "farming:desert_sand_soil_wet"
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}
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})
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minetest.register_node("farming:desert_sand_soil_wet", {
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description = "Wet Desert Sand Soil",
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drop = "default:desert_sand",
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tiles = {"farming_desert_sand_soil_wet.png", "farming_desert_sand_soil_wet_side.png"},
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groups = {crumbly=3, falling_node=1, sand=1, not_in_creative_inventory=1, soil=3, wet = 1, desert = 1, field = 1},
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sounds = default.node_sound_sand_defaults(),
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soil = {
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base = "default:desert_sand",
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dry = "farming:desert_sand_soil",
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wet = "farming:desert_sand_soil_wet"
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}
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})
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minetest.register_node("farming:straw", {
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description = "Straw",
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tiles = {"farming_straw.png"},
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is_ground_content = false,
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groups = {snappy=3, flammable=4, fall_damage_add_percent=-30},
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sounds = default.node_sound_leaves_defaults(),
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})
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minetest.register_abm({
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label = "Farming soil",
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nodenames = {"group:field"},
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interval = 15,
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chance = 4,
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action = function(pos, node)
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local n_def = minetest.registered_nodes[node.name] or nil
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local wet = n_def.soil.wet or nil
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local base = n_def.soil.base or nil
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local dry = n_def.soil.dry or nil
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if not n_def or not n_def.soil or not wet or not base or not dry then
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return
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end
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pos.y = pos.y + 1
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local nn = minetest.get_node_or_nil(pos)
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if not nn or not nn.name then
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return
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end
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local nn_def = minetest.registered_nodes[nn.name] or nil
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pos.y = pos.y - 1
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if nn_def and nn_def.walkable and minetest.get_item_group(nn.name, "plant") == 0 then
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minetest.set_node(pos, {name = base})
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return
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end
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-- check if there is water nearby
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local wet_lvl = minetest.get_item_group(node.name, "wet")
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if minetest.find_node_near(pos, 3, {"group:water"}) then
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-- if it is dry soil and not base node, turn it into wet soil
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if wet_lvl == 0 then
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minetest.set_node(pos, {name = wet})
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end
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else
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-- only turn back if there are no unloaded blocks (and therefore
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-- possible water sources) nearby
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if not minetest.find_node_near(pos, 3, {"ignore"}) then
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-- turn it back into base if it is already dry
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if wet_lvl == 0 then
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-- only turn it back if there is no plant/seed on top of it
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if minetest.get_item_group(nn.name, "plant") == 0 and minetest.get_item_group(nn.name, "seed") == 0 then
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minetest.set_node(pos, {name = base})
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end
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-- if its wet turn it back into dry soil
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elseif wet_lvl == 1 then
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minetest.set_node(pos, {name = dry})
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end
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end
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end
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end,
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})
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for i = 1, 5 do
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minetest.override_item("default:grass_"..i, {drop = {
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max_items = 1,
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items = {
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{items = {'farming:seed_wheat'},rarity = 5},
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{items = {'default:grass_1'}},
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}
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}})
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end
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minetest.override_item("default:junglegrass", {drop = {
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max_items = 1,
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items = {
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{items = {'farming:seed_cotton'},rarity = 8},
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{items = {'default:junglegrass'}},
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}
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}})
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