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plantlife_modpack/pl_seaweed/init.lua
Jordan Leppert 1a96ac87a7
Breaking up flowers_plus mod (#5)
Splitting up flowers_plus into separate mods for seaweed, sunflowers and waterlillies, for clarity and so the user can disable them individually.
Fixed sunflower maximum heat.
Removed spawning, as we're already creating these things at worldgen.
Added settings for rarity and max count to each mod - waterlilies, seaweed and sunflowers
Removing along_shore mod as it does nothing now.
2021-12-14 13:05:23 +01:00

169 lines
5.2 KiB
Lua

-- support for i18n
local S = minetest.get_translator("pl_seaweed")
pl_seaweed = {}
local seaweed_max_count = tonumber(minetest.settings:get("pl_seaweed_max_count")) or 320
local seaweed_rarity = tonumber(minetest.settings:get("pl_seaweed_rarity")) or 33
local algae_list = { {nil}, {2}, {3}, {4} }
for i in ipairs(algae_list) do
local num = ""
local algae_groups = {snappy = 3,flammable=2,flower=1}
if algae_list[i][1] ~= nil then
num = "_"..algae_list[i][1]
algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
end
minetest.register_node(":flowers:seaweed"..num, {
description = S("Seaweed"),
drawtype = "nodebox",
tiles = {
"flowers_seaweed"..num..".png",
"flowers_seaweed"..num..".png^[transformFY"
},
inventory_image = "flowers_seaweed_2.png",
wield_image = "flowers_seaweed_2.png",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
groups = algae_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
},
node_box = {
type = "fixed",
fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
},
buildable_to = true,
liquids_pointable = true,
drop = "flowers:seaweed",
on_place = function(itemstack, placer, pointed_thing)
local keys=placer:get_player_control()
local pt = pointed_thing
local place_pos = nil
local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local under_node = minetest.get_node(pt.under)
local above_node = minetest.get_node(pt.above)
local top_node = minetest.get_node(top_pos)
if biome_lib.get_nodedef_field(under_node.name, "buildable_to") then
if under_node.name ~= "default:water_source" then
place_pos = pt.under
elseif top_node.name ~= "default:water_source"
and biome_lib.get_nodedef_field(top_node.name, "buildable_to") then
place_pos = top_pos
else
return
end
elseif biome_lib.get_nodedef_field(above_node.name, "buildable_to") then
place_pos = pt.above
end
if not place_pos then return end -- something went wrong :P
if not minetest.is_protected(place_pos, placer:get_player_name()) then
local nodename = "default:cobble" -- :D
if not keys["sneak"] then
--local node = minetest.get_node(pt.under)
local seaweed = math.random(1,4)
if seaweed == 1 then
nodename = "flowers:seaweed"
elseif seaweed == 2 then
nodename = "flowers:seaweed_2"
elseif seaweed == 3 then
nodename = "flowers:seaweed_3"
elseif seaweed == 4 then
nodename = "flowers:seaweed_4"
end
minetest.swap_node(place_pos, {name = nodename, param2 = math.random(0,3) })
else
local fdir = minetest.dir_to_facedir(placer:get_look_dir())
minetest.swap_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
end
if not biome_lib.expect_infinite_stacks then
itemstack:take_item()
end
return itemstack
end
end,
})
end
pl_seaweed.grow_seaweed = function(pos)
local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
local seaweed = math.random(1,4)
local node_name = "flowers:seaweed"
if seaweed > 1 then
node_name = node_name .. "_" .. seaweed
end
minetest.swap_node(right_here, {name=node_name, param2=math.random(1,3)})
end
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:dirt_with_grass"},
near_nodes_size = 4,
near_nodes_vertical = 1,
near_nodes_count = 1,
plantlife_limit = -0.9,
},
pl_seaweed.grow_seaweed
)
-- pl_seaweed at beaches
-- MM: not satisfied with it, but IMHO some beaches should have some algae
biome_lib.register_on_generate({
surface = {"default:water_source"},
max_count = seaweed_max_count,
rarity = seaweed_rarity,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:sand"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
pl_seaweed.grow_seaweed
)
biome_lib.register_on_generate({
surface = {"default:sand"},
max_count = seaweed_max_count*2,
rarity = seaweed_rarity/2,
min_elevation = 1,
max_elevation = 40,
near_nodes = {"default:water_source"},
near_nodes_size = 1,
near_nodes_vertical = 0,
near_nodes_count = 3,
plantlife_limit = -0.9,
temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
},
pl_seaweed.grow_seaweed
)
minetest.register_alias( "flowers:flower_seaweed" , "flowers:seaweed" )
minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )