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minetest_game/mods/default/functions.lua
paramat ae426878d4 Sounds: Remove 'default_dig_crumbly' from leaves defaults table
Now that the missing 'default_dig_snappy' sound has been added we can
remove the dirt dig sound from the table. All nodes that use the
leaves defaults table have group 'snappy' so 'default_dig_snappy' now
becomes their default dig sound.
2017-01-22 07:47:04 +00:00

519 lines
13 KiB
Lua

-- 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,
})