mirror of
https://github.com/minetest/minetest_game.git
synced 2024-11-18 07:40:22 +01:00
2199be5108
Allow water to turn cobble slab and stairs to turn into mossy versions. There is no crafting recipe for mossy stairs and mossy slabs, the stair/slab API has been modified to allow for a recipeitem that is `nil`, which will omit adding a crafting recipe for these two items. The API documentation is updated. The slabs and stairs will turn mossy when water is adjacent, just like cobblestone. You can either farm mossy versions by placing them in water for a while, then collecting them, or run water over your craft.
484 lines
12 KiB
Lua
484 lines
12 KiB
Lua
-- mods/default/functions.lua
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--
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-- Sounds
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--
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function default.node_sound_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "", gain = 1.0}
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table.dug = table.dug or
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{name = "default_dug_node", gain = 0.25}
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table.place = table.place or
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{name = "default_place_node_hard", gain = 1.0}
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return table
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end
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function default.node_sound_stone_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_hard_footstep", gain = 0.5}
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table.dug = table.dug or
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{name = "default_hard_footstep", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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function default.node_sound_dirt_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_dirt_footstep", gain = 1.0}
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table.dug = table.dug or
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{name = "default_dirt_footstep", gain = 1.5}
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table.place = table.place or
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{name = "default_place_node", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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function default.node_sound_sand_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_sand_footstep", gain = 0.12}
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table.dug = table.dug or
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{name = "default_sand_footstep", gain = 0.24}
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table.place = table.place or
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{name = "default_place_node", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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function default.node_sound_gravel_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_gravel_footstep", gain = 0.5}
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table.dug = table.dug or
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{name = "default_gravel_footstep", gain = 1.0}
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table.place = table.place or
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{name = "default_place_node", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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function default.node_sound_wood_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_wood_footstep", gain = 0.5}
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table.dug = table.dug or
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{name = "default_wood_footstep", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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function default.node_sound_leaves_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_grass_footstep", gain = 0.35}
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table.dug = table.dug or
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{name = "default_grass_footstep", gain = 0.7}
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table.dig = table.dig or
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{name = "default_dig_crumbly", gain = 0.4}
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table.place = table.place or
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{name = "default_place_node", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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function default.node_sound_glass_defaults(table)
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table = table or {}
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table.footstep = table.footstep or
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{name = "default_glass_footstep", gain = 0.5}
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table.dug = table.dug or
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{name = "default_break_glass", gain = 1.0}
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default.node_sound_defaults(table)
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return table
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end
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--
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-- Lavacooling
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--
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default.cool_lava = function(pos, node)
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if node.name == "default:lava_source" then
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minetest.set_node(pos, {name = "default:obsidian"})
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else -- Lava flowing
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minetest.set_node(pos, {name = "default:stone"})
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end
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minetest.sound_play("default_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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end
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minetest.register_abm({
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nodenames = {"default:lava_source", "default:lava_flowing"},
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neighbors = {"group:water"},
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interval = 1,
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chance = 1,
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catch_up = false,
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action = function(...)
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default.cool_lava(...)
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end,
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})
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--
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-- optimized helper to put all items in an inventory into a drops list
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--
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function default.get_inventory_drops(pos, inventory, drops)
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local inv = minetest.get_meta(pos):get_inventory()
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local n = #drops
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for i = 1, inv:get_size(inventory) do
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local stack = inv:get_stack(inventory, i)
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if stack:get_count() > 0 then
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drops[n+1] = stack:to_table()
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n = n + 1
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end
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end
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end
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--
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-- Papyrus and cactus growing
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--
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-- wrapping the functions in abm action is necessary to make overriding them possible
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function default.grow_cactus(pos, node)
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if node.param2 >= 4 then
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return
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end
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pos.y = pos.y - 1
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if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 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 height = 0
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while node.name == "default:cactus" and height < 4 do
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height = height + 1
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pos.y = pos.y + 1
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node = minetest.get_node(pos)
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end
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if height == 4 or node.name ~= "air" then
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return
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end
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minetest.set_node(pos, {name = "default:cactus"})
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return true
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end
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function default.grow_papyrus(pos, node)
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pos.y = pos.y - 1
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local name = minetest.get_node(pos).name
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if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then
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return
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end
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if not minetest.find_node_near(pos, 3, {"group:water"}) 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 height = 0
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while node.name == "default:papyrus" and height < 4 do
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height = height + 1
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pos.y = pos.y + 1
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node = minetest.get_node(pos)
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end
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if height == 4 or node.name ~= "air" then
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return
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end
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minetest.set_node(pos, {name = "default:papyrus"})
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return true
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end
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minetest.register_abm({
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nodenames = {"default:cactus"},
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neighbors = {"group:sand"},
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interval = 12,
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chance = 83,
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action = function(...)
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default.grow_cactus(...)
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end
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})
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minetest.register_abm({
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nodenames = {"default:papyrus"},
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neighbors = {"default:dirt", "default:dirt_with_grass"},
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interval = 14,
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chance = 71,
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action = function(...)
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default.grow_papyrus(...)
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end
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})
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--
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-- dig upwards
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--
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function default.dig_up(pos, node, digger)
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if digger == nil then return end
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local np = {x = pos.x, y = pos.y + 1, z = pos.z}
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local nn = minetest.get_node(np)
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if nn.name == node.name then
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minetest.node_dig(np, nn, digger)
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end
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end
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--
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-- Fence registration helper
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--
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function default.register_fence(name, def)
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minetest.register_craft({
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output = name .. " 4",
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recipe = {
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{ def.material, 'group:stick', def.material },
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{ def.material, 'group:stick', def.material },
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}
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})
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local fence_texture = "default_fence_overlay.png^" .. def.texture ..
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"^default_fence_overlay.png^[makealpha:255,126,126"
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-- Allow almost everything to be overridden
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local default_fields = {
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paramtype = "light",
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drawtype = "nodebox",
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node_box = {
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type = "connected",
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fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}},
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-- connect_top =
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-- connect_bottom =
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connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8},
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{-1/16,-5/16,-1/2,1/16,-3/16,-1/8}},
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connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16},
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{-1/2,-5/16,-1/16,-1/8,-3/16,1/16}},
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connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2},
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{-1/16,-5/16,1/8,1/16,-3/16,1/2}},
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connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16},
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{1/8,-5/16,-1/16,1/2,-3/16,1/16}},
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},
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connects_to = {"group:fence", "group:wood", "group:tree"},
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inventory_image = fence_texture,
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wield_image = fence_texture,
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tiles = {def.texture},
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sunlight_propagates = true,
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is_ground_content = false,
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groups = {},
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}
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for k, v in pairs(default_fields) do
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if not def[k] then
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def[k] = v
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end
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end
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-- Always add to the fence group, even if no group provided
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def.groups.fence = 1
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def.texture = nil
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def.material = nil
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minetest.register_node(name, def)
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end
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--
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-- Leafdecay
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--
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default.leafdecay_trunk_cache = {}
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default.leafdecay_enable_cache = true
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-- Spread the load of finding trunks
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default.leafdecay_trunk_find_allow_accumulator = 0
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minetest.register_globalstep(function(dtime)
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local finds_per_second = 5000
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default.leafdecay_trunk_find_allow_accumulator =
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math.floor(dtime * finds_per_second)
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end)
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default.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
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if placer and not placer:get_player_control().sneak then
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local node = minetest.get_node(pos)
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node.param2 = 1
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minetest.set_node(pos, node)
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end
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end
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minetest.register_abm({
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nodenames = {"group:leafdecay"},
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neighbors = {"air", "group:liquid"},
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-- A low interval and a high inverse chance spreads the load
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interval = 2,
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chance = 5,
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action = function(p0, node, _, _)
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--print("leafdecay ABM at "..p0.x..", "..p0.y..", "..p0.z..")")
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local do_preserve = false
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local d = minetest.registered_nodes[node.name].groups.leafdecay
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if not d or d == 0 then
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--print("not groups.leafdecay")
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return
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end
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local n0 = minetest.get_node(p0)
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if n0.param2 ~= 0 then
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--print("param2 ~= 0")
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return
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end
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local p0_hash = nil
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if default.leafdecay_enable_cache then
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p0_hash = minetest.hash_node_position(p0)
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local trunkp = default.leafdecay_trunk_cache[p0_hash]
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if trunkp then
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local n = minetest.get_node(trunkp)
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local reg = minetest.registered_nodes[n.name]
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-- Assume ignore is a trunk, to make the thing
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-- work at the border of the active area
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if n.name == "ignore" or (reg and reg.groups.tree and
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reg.groups.tree ~= 0) then
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--print("cached trunk still exists")
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return
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end
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--print("cached trunk is invalid")
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-- Cache is invalid
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table.remove(default.leafdecay_trunk_cache, p0_hash)
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end
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end
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if default.leafdecay_trunk_find_allow_accumulator <= 0 then
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return
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end
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default.leafdecay_trunk_find_allow_accumulator =
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default.leafdecay_trunk_find_allow_accumulator - 1
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-- Assume ignore is a trunk, to make the thing
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-- work at the border of the active area
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local p1 = minetest.find_node_near(p0, d, {"ignore", "group:tree"})
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if p1 then
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do_preserve = true
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if default.leafdecay_enable_cache then
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--print("caching trunk")
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-- Cache the trunk
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default.leafdecay_trunk_cache[p0_hash] = p1
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end
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end
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if not do_preserve then
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-- Drop stuff other than the node itself
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local itemstacks = minetest.get_node_drops(n0.name)
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for _, itemname in ipairs(itemstacks) do
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if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
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itemname ~= n0.name then
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local p_drop = {
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x = p0.x - 0.5 + math.random(),
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y = p0.y - 0.5 + math.random(),
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z = p0.z - 0.5 + math.random(),
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}
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minetest.add_item(p_drop, itemname)
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end
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end
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-- Remove node
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minetest.remove_node(p0)
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nodeupdate(p0)
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end
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end
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})
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--
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-- Convert dirt to something that fits the environment
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--
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minetest.register_abm({
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nodenames = {"default:dirt"},
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neighbors = {
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"default:dirt_with_grass",
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"default:dirt_with_dry_grass",
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"default:dirt_with_snow",
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"group:grass",
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"group:dry_grass",
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"default:snow",
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},
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interval = 6,
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chance = 67,
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catch_up = false,
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action = function(pos, node)
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-- Most likely case, half the time it's too dark for this.
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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if (minetest.get_node_light(above) or 0) < 13 then
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return
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end
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-- Look for likely neighbors.
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local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
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"default:dirt_with_dry_grass", "default:dirt_with_snow"})
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if p2 then
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-- But the node needs to be under air in this case.
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local n2 = minetest.get_node(above)
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if n2 and n2.name == "air" then
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local n3 = minetest.get_node(p2)
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minetest.set_node(pos, {name = n3.name})
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return
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end
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end
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-- Anything on top?
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local n2 = minetest.get_node(above)
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if not n2 then
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return
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end
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local name = n2.name
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-- Snow check is cheapest, so comes first.
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if name == "default:snow" then
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minetest.set_node(pos, {name = "default:dirt_with_snow"})
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-- Most likely case first.
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elseif minetest.get_item_group(name, "grass") ~= 0 then
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minetest.set_node(pos, {name = "default:dirt_with_grass"})
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elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
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minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
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end
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end
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})
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--
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-- Grass and dry grass removed in darkness
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--
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minetest.register_abm({
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nodenames = {
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"default:dirt_with_grass",
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"default:dirt_with_dry_grass",
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"default:dirt_with_snow",
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},
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interval = 8,
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chance = 50,
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catch_up = false,
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action = function(pos, node)
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local above = {x = pos.x, y = pos.y + 1, z = pos.z}
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local name = minetest.get_node(above).name
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local nodedef = minetest.registered_nodes[name]
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if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or
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nodedef.paramtype == "light") and
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nodedef.liquidtype == "none") then
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minetest.set_node(pos, {name = "default:dirt"})
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end
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end
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})
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--
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-- Moss growth on cobble near water
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--
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minetest.register_abm({
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nodenames = {"default:cobble", "stairs:slab_cobble", "stairs:stair_cobble"},
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neighbors = {"group:water"},
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interval = 16,
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chance = 200,
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catch_up = false,
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action = function(pos, node)
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if node.name == "default:cobble" then
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minetest.set_node(pos, {name = "default:mossycobble"})
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elseif node.name == "stairs:slab_cobble" then
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minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2})
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elseif node.name == "stairs:stair_cobble" then
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minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2})
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end
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end
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})
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