mirror of
https://github.com/minetest/minetest_game.git
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2c5670563a
Adds a direct resource of green dye, and a flower resource of black dye. Completes the colour sequence: red, orange, yellow, green, blue, violet. Makes all base dyes cultivatable and sustainable, without the presence of coal. Add the new flowers to the world with the same density variation as the others, but obviously with different noise seeds. Results in more flowers in a world and more variety of flower combinations.
318 lines
8.1 KiB
Lua
318 lines
8.1 KiB
Lua
-- Minetest 0.4 mod: default
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-- See README.txt for licensing and other information.
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-- Namespace for functions
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flowers = {}
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-- Map Generation
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dofile(minetest.get_modpath("flowers") .. "/mapgen.lua")
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--
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-- Flowers
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--
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-- Aliases for original flowers mod
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minetest.register_alias("flowers:flower_rose", "flowers:rose")
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minetest.register_alias("flowers:flower_tulip", "flowers:tulip")
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minetest.register_alias("flowers:flower_dandelion_yellow", "flowers:dandelion_yellow")
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minetest.register_alias("flowers:flower_geranium", "flowers:geranium")
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minetest.register_alias("flowers:flower_viola", "flowers:viola")
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minetest.register_alias("flowers:flower_dandelion_white", "flowers:dandelion_white")
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-- Flower registration
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local function add_simple_flower(name, desc, box, f_groups)
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-- Common flowers' groups
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f_groups.snappy = 3
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f_groups.flower = 1
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f_groups.flora = 1
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f_groups.attached_node = 1
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minetest.register_node("flowers:" .. name, {
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description = desc,
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drawtype = "plantlike",
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waving = 1,
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tiles = {"flowers_" .. name .. ".png"},
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inventory_image = "flowers_" .. name .. ".png",
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wield_image = "flowers_" .. name .. ".png",
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sunlight_propagates = true,
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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stack_max = 99,
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groups = f_groups,
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = box
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}
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})
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end
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flowers.datas = {
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{
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"rose",
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"Red Rose",
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{-2 / 16, -0.5, -2 / 16, 2 / 16, 5 / 16, 2 / 16},
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{color_red = 1, flammable = 1}
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},
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{
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"tulip",
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"Orange Tulip",
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{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
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{color_orange = 1, flammable = 1}
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},
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{
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"dandelion_yellow",
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"Yellow Dandelion",
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{-4 / 16, -0.5, -4 / 16, 4 / 16, -2 / 16, 4 / 16},
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{color_yellow = 1, flammable = 1}
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},
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{
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"chrysanthemum_green",
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"Green Chrysanthemum",
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{-4 / 16, -0.5, -4 / 16, 4 / 16, -1 / 16, 4 / 16},
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{color_green = 1, flammable = 1}
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},
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{
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"geranium",
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"Blue Geranium",
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{-2 / 16, -0.5, -2 / 16, 2 / 16, 2 / 16, 2 / 16},
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{color_blue = 1, flammable = 1}
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},
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{
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"viola",
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"Viola",
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{-5 / 16, -0.5, -5 / 16, 5 / 16, -1 / 16, 5 / 16},
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{color_violet = 1, flammable = 1}
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},
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{
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"dandelion_white",
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"White Dandelion",
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{-5 / 16, -0.5, -5 / 16, 5 / 16, -2 / 16, 5 / 16},
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{color_white = 1, flammable = 1}
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},
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{
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"tulip_black",
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"Black Tulip",
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{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
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{color_black = 1, flammable = 1}
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},
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}
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for _,item in pairs(flowers.datas) do
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add_simple_flower(unpack(item))
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end
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-- Flower spread
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-- Public function to enable override by mods
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function flowers.flower_spread(pos, node)
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pos.y = pos.y - 1
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local under = minetest.get_node(pos)
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pos.y = pos.y + 1
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-- Replace flora with dry shrub in desert sand and silver sand,
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-- as this is the only way to generate them.
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-- However, preserve grasses in sand dune biomes.
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if minetest.get_item_group(under.name, "sand") == 1 and
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under.name ~= "default:sand" then
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minetest.set_node(pos, {name = "default:dry_shrub"})
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return
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end
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if minetest.get_item_group(under.name, "soil") == 0 then
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return
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end
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local light = minetest.get_node_light(pos)
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if not light or light < 13 then
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return
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end
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local pos0 = vector.subtract(pos, 4)
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local pos1 = vector.add(pos, 4)
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if #minetest.find_nodes_in_area(pos0, pos1, "group:flora") > 3 then
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return
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end
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local soils = minetest.find_nodes_in_area_under_air(
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pos0, pos1, "group:soil")
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if #soils > 0 then
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local seedling = soils[math.random(#soils)]
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local seedling_above =
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{x = seedling.x, y = seedling.y + 1, z = seedling.z}
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light = minetest.get_node_light(seedling_above)
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if not light or light < 13 or
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-- Desert sand is in the soil group
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minetest.get_node(seedling).name == "default:desert_sand" then
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return
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end
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minetest.set_node(seedling_above, {name = node.name})
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end
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end
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minetest.register_abm({
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label = "Flower spread",
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nodenames = {"group:flora"},
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interval = 13,
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chance = 96,
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action = function(...)
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flowers.flower_spread(...)
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end,
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})
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--
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-- Mushrooms
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--
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minetest.register_node("flowers:mushroom_red", {
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description = "Red Mushroom",
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tiles = {"flowers_mushroom_red.png"},
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inventory_image = "flowers_mushroom_red.png",
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wield_image = "flowers_mushroom_red.png",
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drawtype = "plantlike",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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buildable_to = true,
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groups = {snappy = 3, attached_node = 1, flammable = 1},
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sounds = default.node_sound_leaves_defaults(),
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on_use = minetest.item_eat(-5),
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selection_box = {
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type = "fixed",
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fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, -1 / 16, 4 / 16},
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}
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})
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minetest.register_node("flowers:mushroom_brown", {
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description = "Brown Mushroom",
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tiles = {"flowers_mushroom_brown.png"},
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inventory_image = "flowers_mushroom_brown.png",
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wield_image = "flowers_mushroom_brown.png",
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drawtype = "plantlike",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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buildable_to = true,
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groups = {snappy = 3, attached_node = 1, flammable = 1},
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sounds = default.node_sound_leaves_defaults(),
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on_use = minetest.item_eat(1),
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selection_box = {
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type = "fixed",
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fixed = {-3 / 16, -0.5, -3 / 16, 3 / 16, -2 / 16, 3 / 16},
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}
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})
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-- Mushroom spread and death
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function flowers.mushroom_spread(pos, node)
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if minetest.get_node_light(pos, nil) == 15 then
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minetest.remove_node(pos)
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return
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end
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local positions = minetest.find_nodes_in_area_under_air(
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{x = pos.x - 1, y = pos.y - 2, z = pos.z - 1},
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{x = pos.x + 1, y = pos.y + 1, z = pos.z + 1},
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{"group:soil", "group:tree"})
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if #positions == 0 then
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return
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end
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local pos2 = positions[math.random(#positions)]
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pos2.y = pos2.y + 1
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if minetest.get_node_light(pos, 0.5) <= 3 and
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minetest.get_node_light(pos2, 0.5) <= 3 then
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minetest.set_node(pos2, {name = node.name})
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end
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end
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minetest.register_abm({
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label = "Mushroom spread",
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nodenames = {"flowers:mushroom_brown", "flowers:mushroom_red"},
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interval = 11,
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chance = 150,
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action = function(...)
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flowers.mushroom_spread(...)
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end,
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})
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-- These old mushroom related nodes can be simplified now
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minetest.register_alias("flowers:mushroom_spores_brown", "flowers:mushroom_brown")
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minetest.register_alias("flowers:mushroom_spores_red", "flowers:mushroom_red")
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minetest.register_alias("flowers:mushroom_fertile_brown", "flowers:mushroom_brown")
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minetest.register_alias("flowers:mushroom_fertile_red", "flowers:mushroom_red")
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minetest.register_alias("mushroom:brown_natural", "flowers:mushroom_brown")
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minetest.register_alias("mushroom:red_natural", "flowers:mushroom_red")
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--
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-- Waterlily
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--
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minetest.register_node("flowers:waterlily", {
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description = "Waterlily",
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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tiles = {"flowers_waterlily.png", "flowers_waterlily_bottom.png"},
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inventory_image = "flowers_waterlily.png",
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wield_image = "flowers_waterlily.png",
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liquids_pointable = true,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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floodable = true,
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groups = {snappy = 3, flower = 1, flammable = 1},
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sounds = default.node_sound_leaves_defaults(),
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node_placement_prediction = "",
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node_box = {
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type = "fixed",
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fixed = {-0.5, -31 / 64, -0.5, 0.5, -15 / 32, 0.5}
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},
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selection_box = {
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type = "fixed",
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fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, -15 / 32, 7 / 16}
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},
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on_place = function(itemstack, placer, pointed_thing)
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local pos = pointed_thing.above
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local node = minetest.get_node(pointed_thing.under)
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local def = minetest.registered_nodes[node.name]
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local player_name = placer and placer:get_player_name() or ""
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if def and def.on_rightclick then
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return def.on_rightclick(pointed_thing.under, node, placer, itemstack,
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pointed_thing)
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end
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if def and def.liquidtype == "source" and
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minetest.get_item_group(node.name, "water") > 0 then
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if not minetest.is_protected(pos, player_name) then
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minetest.set_node(pos, {name = "flowers:waterlily",
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param2 = math.random(0, 3)})
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if not (creative and creative.is_enabled_for
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and creative.is_enabled_for(player_name)) then
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itemstack:take_item()
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end
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else
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minetest.chat_send_player(player_name, "Node is protected")
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minetest.record_protection_violation(pos, player_name)
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end
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end
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return itemstack
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end
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})
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