make mycelium grow when players aren't present

This commit is contained in:
FaceDeer 2019-08-12 14:09:31 -06:00
parent eb3377fba0
commit b2b5231c43
1 changed files with 38 additions and 11 deletions

View File

@ -20,7 +20,7 @@ end
minetest.register_node("df_primordial_items:giant_hypha_root", {
description = S("Giant Hypha"),
description = S("Rooted Giant Hypha"),
tiles = {
{name="dfcaverns_mush_giant_hypha.png"},
},
@ -210,7 +210,7 @@ local grow_mycelium = function(pos, meristem_name)
return new_meristems
end
if math.random() < 0.05 then
if math.random() < 0.06 then -- Note: hypha growth pattern is very sensitive to this branching factor. Higher than about 0.06 will blanket the landscape with fungus.
-- Split - try again from here next time
table.insert(new_meristems, pos)
-- Otherwise, just turn into a hypha and we're done
@ -222,8 +222,9 @@ local grow_mycelium = function(pos, meristem_name)
return new_meristems
end
local min_growth_delay = minetest.settings:get("dfcaverns_mycelium_min_growth_delay") or 240
local max_growth_delay = minetest.settings:get("dfcaverns_mycelium_max_growth_delay") or 400
local min_growth_delay = tonumber(minetest.settings:get("dfcaverns_mycelium_min_growth_delay")) or 240
local max_growth_delay = tonumber(minetest.settings:get("dfcaverns_mycelium_max_growth_delay")) or 400
local avg_growth_delay = (min_growth_delay + max_growth_delay) / 2
minetest.register_node("df_primordial_items:giant_hypha_apical_meristem", {
description = S("Giant Hypha Apical Meristem"),
@ -239,19 +240,45 @@ minetest.register_node("df_primordial_items:giant_hypha_apical_meristem", {
is_ground_content = false,
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1, light_sensitive_fungus = 13},
_dfcaverns_dead_node = "df_primordial_items:giant_hypha_root",
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(min_growth_delay,max_growth_delay))
minetest.get_node_timer(pos):start(math.random(min_growth_delay, max_growth_delay))
end,
on_destruct = function(pos)
minetest.get_node_timer(pos):stop()
end,
on_timer = function(pos, elapsed)
local new_meristems = grow_mycelium(pos, "df_primordial_items:giant_hypha_apical_meristem")
for _, newpos in ipairs(new_meristems) do
minetest.get_node_timer(newpos):start(math.random(min_growth_delay,max_growth_delay))
end
if elapsed > max_growth_delay then
-- We've been unloaded for a while, need to do multiple growth iterations.
local iterations = math.floor(elapsed / avg_growth_delay) -- the number of iterations we've missed
local stack = {pos} -- initialize with the current location
for i = 1, iterations do
local new_stack = {} -- populate this with new node output.
for _, stackpos in ipairs(stack) do -- for each currently growing location
local ret = grow_mycelium(stackpos, "df_primordial_items:giant_hypha_apical_meristem")
for _, retpos in ipairs(ret) do
-- put the new locations into new_stack
table.insert(new_stack, retpos)
end
end
stack = new_stack -- replace the old stack with the new
end
for _, donepos in ipairs(stack) do
-- After all the iterations are done, if there's any leftover growing positions set a timer for each of them
minetest.get_node_timer(donepos):start(math.random(min_growth_delay,max_growth_delay))
end
else
-- just do one iteration.
local new_meristems = grow_mycelium(pos, "df_primordial_items:giant_hypha_apical_meristem")
for _, newpos in ipairs(new_meristems) do
minetest.get_node_timer(newpos):start(math.random(min_growth_delay,max_growth_delay))
end
end
end,
})
-- this version grows instantly via ABM, is meant for mapgen usage
-- this version grows instantly via ABM, it is meant for mapgen usage
minetest.register_node("df_primordial_items:giant_hypha_apical_mapgen", {
description = S("Giant Hypha Apical Meristem"),
tiles = {
@ -265,7 +292,7 @@ minetest.register_node("df_primordial_items:giant_hypha_apical_mapgen", {
paramtype = "light",
is_ground_content = false,
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1, light_sensitive_fungus = 13},
groups = {oddly_breakable_by_hand = 1, choppy = 2, hypha = 1, not_in_creative_inventory = 1},
sounds = default.node_sound_wood_defaults(),
})