mirror of
https://github.com/mt-mods/plantlife_modpack.git
synced 2024-11-05 18:00:28 +01:00
0af7b69afa
When it's this far out of hand you really need to clean up or else everyone will be submitting patches with more whitespace problems.
482 lines
14 KiB
Lua
482 lines
14 KiB
Lua
-- support for i18n
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local S = plantlife_i18n.gettext
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-- This file supplies a few additional plants and some related crafts
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-- for the plantlife modpack. Last revision: 2013-04-24
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flowers_plus = {}
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local SPAWN_DELAY = 1000
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local SPAWN_CHANCE = 200
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local flowers_seed_diff = 329
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local lilies_max_count = 320
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local lilies_rarity = 33
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local seaweed_max_count = 320
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local seaweed_rarity = 33
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local sunflowers_max_count = 10
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local sunflowers_rarity = 25
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-- register the various rotations of waterlilies
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local lilies_list = {
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{ nil , nil , 1 },
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{ "225", "22.5" , 2 },
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{ "45" , "45" , 3 },
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{ "675", "67.5" , 4 },
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{ "s1" , "small_1" , 5 },
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{ "s2" , "small_2" , 6 },
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{ "s3" , "small_3" , 7 },
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{ "s4" , "small_4" , 8 },
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}
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for i in ipairs(lilies_list) do
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local deg1 = ""
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local deg2 = ""
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local lily_groups = {snappy = 3,flammable=2,flower=1}
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if lilies_list[i][1] ~= nil then
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deg1 = "_"..lilies_list[i][1]
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deg2 = "_"..lilies_list[i][2]
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lily_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
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end
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minetest.register_node(":flowers:waterlily"..deg1, {
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description = S("Waterlily"),
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drawtype = "nodebox",
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tiles = {
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"flowers_waterlily"..deg2..".png",
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"flowers_waterlily"..deg2..".png^[transformFY"
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},
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inventory_image = "flowers_waterlily.png",
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wield_image = "flowers_waterlily.png",
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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groups = lily_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 = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
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},
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node_box = {
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type = "fixed",
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fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
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},
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buildable_to = true,
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node_placement_prediction = "",
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liquids_pointable = true,
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drop = "flowers:waterlily",
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on_place = function(itemstack, placer, pointed_thing)
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local keys=placer:get_player_control()
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local pt = pointed_thing
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local place_pos = nil
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local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
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local under_node = minetest.get_node(pt.under)
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local above_node = minetest.get_node(pt.above)
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local top_node = minetest.get_node(top_pos)
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if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
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if under_node.name ~= "default:water_source" then
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place_pos = pt.under
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elseif top_node.name ~= "default:water_source"
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and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
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place_pos = top_pos
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else
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return
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end
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elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
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place_pos = pt.above
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end
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if place_pos and not minetest.is_protected(place_pos, placer:get_player_name()) then
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local nodename = "default:cobble" -- if this block appears, something went....wrong :-)
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if not keys["sneak"] then
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local node = minetest.get_node(pt.under)
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local waterlily = math.random(1,8)
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if waterlily == 1 then
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nodename = "flowers:waterlily"
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elseif waterlily == 2 then
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nodename = "flowers:waterlily_225"
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elseif waterlily == 3 then
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nodename = "flowers:waterlily_45"
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elseif waterlily == 4 then
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nodename = "flowers:waterlily_675"
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elseif waterlily == 5 then
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nodename = "flowers:waterlily_s1"
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elseif waterlily == 6 then
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nodename = "flowers:waterlily_s2"
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elseif waterlily == 7 then
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nodename = "flowers:waterlily_s3"
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elseif waterlily == 8 then
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nodename = "flowers:waterlily_s4"
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end
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minetest.set_node(place_pos, {name = nodename, param2 = math.random(0,3) })
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else
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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minetest.set_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
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end
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if not biome_lib.expect_infinite_stacks then
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itemstack:take_item()
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end
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return itemstack
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end
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end,
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})
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end
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local algae_list = { {nil}, {2}, {3}, {4} }
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for i in ipairs(algae_list) do
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local num = ""
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local algae_groups = {snappy = 3,flammable=2,flower=1}
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if algae_list[i][1] ~= nil then
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num = "_"..algae_list[i][1]
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algae_groups = { snappy = 3,flammable=2,flower=1, not_in_creative_inventory=1 }
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end
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minetest.register_node(":flowers:seaweed"..num, {
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description = S("Seaweed"),
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drawtype = "nodebox",
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tiles = {
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"flowers_seaweed"..num..".png",
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"flowers_seaweed"..num..".png^[transformFY"
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},
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inventory_image = "flowers_seaweed_2.png",
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wield_image = "flowers_seaweed_2.png",
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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groups = algae_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 = { -0.4, -0.5, -0.4, 0.4, -0.45, 0.4 },
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},
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node_box = {
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type = "fixed",
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fixed = { -0.5, -0.49, -0.5, 0.5, -0.49, 0.5 },
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},
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buildable_to = true,
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liquids_pointable = true,
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drop = "flowers:seaweed",
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on_place = function(itemstack, placer, pointed_thing)
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local keys=placer:get_player_control()
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local pt = pointed_thing
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local place_pos = nil
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local top_pos = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
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local under_node = minetest.get_node(pt.under)
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local above_node = minetest.get_node(pt.above)
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local top_node = minetest.get_node(top_pos)
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if biome_lib:get_nodedef_field(under_node.name, "buildable_to") then
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if under_node.name ~= "default:water_source" then
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place_pos = pt.under
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elseif top_node.name ~= "default:water_source"
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and biome_lib:get_nodedef_field(top_node.name, "buildable_to") then
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place_pos = top_pos
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else
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return
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end
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elseif biome_lib:get_nodedef_field(above_node.name, "buildable_to") then
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place_pos = pt.above
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end
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if not minetest.is_protected(place_pos, placer:get_player_name()) then
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local nodename = "default:cobble" -- :D
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if not keys["sneak"] then
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--local node = minetest.get_node(pt.under)
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local seaweed = math.random(1,4)
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if seaweed == 1 then
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nodename = "flowers:seaweed"
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elseif seaweed == 2 then
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nodename = "flowers:seaweed_2"
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elseif seaweed == 3 then
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nodename = "flowers:seaweed_3"
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elseif seaweed == 4 then
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nodename = "flowers:seaweed_4"
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end
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minetest.set_node(place_pos, {name = nodename, param2 = math.random(0,3) })
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else
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local fdir = minetest.dir_to_facedir(placer:get_look_dir())
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minetest.set_node(place_pos, {name = "flowers:seaweed", param2 = fdir})
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end
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if not biome_lib.expect_infinite_stacks then
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itemstack:take_item()
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end
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return itemstack
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end
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end,
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})
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end
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local box = {
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type="fixed",
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fixed = { { -0.2, -0.5, -0.2, 0.2, 0.5, 0.2 } },
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}
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local sunflower_drop = "farming:seed_wheat"
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if minetest.registered_items["farming:seed_spelt"] then
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sunflower_drop = "farming:seed_spelt"
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end
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minetest.register_node(":flowers:sunflower", {
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description = S("Sunflower"),
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drawtype = "mesh",
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paramtype = "light",
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paramtype2 = "facedir",
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inventory_image = "flowers_sunflower_inv.png",
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mesh = "flowers_sunflower.obj",
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tiles = { "flowers_sunflower.png" },
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walkable = false,
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buildable_to = true,
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is_ground_content = true,
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groups = { dig_immediate=3, flora=1, flammable=3 },
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sounds = default.node_sound_leaves_defaults(),
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selection_box = box,
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collision_box = box,
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drop = {
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max_items = 1,
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items = {
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{items = {sunflower_drop}, rarity = 8},
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{items = {"flowers:sunflower"}},
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}
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}
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})
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local extra_aliases = {
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"waterlily",
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"waterlily_225",
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"waterlily_45",
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"waterlily_675",
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"seaweed"
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}
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for i in ipairs(extra_aliases) do
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local flower = extra_aliases[i]
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minetest.register_alias("flowers:flower_"..flower, "flowers:"..flower)
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end
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minetest.register_alias( "trunks:lilypad" , "flowers:waterlily_s1" )
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minetest.register_alias( "along_shore:lilypads_1" , "flowers:waterlily_s1" )
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minetest.register_alias( "along_shore:lilypads_2" , "flowers:waterlily_s2" )
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minetest.register_alias( "along_shore:lilypads_3" , "flowers:waterlily_s3" )
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minetest.register_alias( "along_shore:lilypads_4" , "flowers:waterlily_s4" )
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minetest.register_alias( "along_shore:pondscum_1" , "flowers:seaweed" )
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minetest.register_alias( "along_shore:seaweed_1" , "flowers:seaweed" )
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minetest.register_alias( "along_shore:seaweed_2" , "flowers:seaweed_2" )
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minetest.register_alias( "along_shore:seaweed_3" , "flowers:seaweed_3" )
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minetest.register_alias( "along_shore:seaweed_4" , "flowers:seaweed_4" )
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-- ongen registrations
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flowers_plus.grow_waterlily = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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for i in ipairs(lilies_list) do
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local chance = math.random(1,8)
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local ext = ""
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local num = lilies_list[i][3]
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if lilies_list[i][1] ~= nil then
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ext = "_"..lilies_list[i][1]
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end
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if chance == num then
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minetest.set_node(right_here, {name="flowers:waterlily"..ext, param2=math.random(0,3)})
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end
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end
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end
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biome_lib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = lilies_max_count,
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rarity = lilies_rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:dirt_with_grass"},
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near_nodes_size = 4,
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near_nodes_vertical = 1,
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near_nodes_count = 1,
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plantlife_limit = -0.9,
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temp_max = -0.22,
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temp_min = 0.22,
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},
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flowers_plus.grow_waterlily
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)
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flowers_plus.grow_seaweed = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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minetest.set_node(right_here, {name="along_shore:seaweed_"..math.random(1,4), param2=math.random(1,3)})
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end
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biome_lib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = seaweed_max_count,
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rarity = seaweed_rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:dirt_with_grass"},
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near_nodes_size = 4,
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near_nodes_vertical = 1,
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near_nodes_count = 1,
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plantlife_limit = -0.9,
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},
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flowers_plus.grow_seaweed
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)
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-- seaweed at beaches
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-- MM: not satisfied with it, but IMHO some beaches should have some algae
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biome_lib:register_generate_plant({
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surface = {"default:water_source"},
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max_count = seaweed_max_count,
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rarity = seaweed_rarity,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:sand"},
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near_nodes_size = 1,
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near_nodes_vertical = 0,
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near_nodes_count = 3,
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plantlife_limit = -0.9,
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temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
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temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
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},
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flowers_plus.grow_seaweed
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)
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biome_lib:register_generate_plant({
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surface = {"default:sand"},
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max_count = seaweed_max_count*2,
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rarity = seaweed_rarity/2,
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min_elevation = 1,
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max_elevation = 40,
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near_nodes = {"default:water_source"},
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near_nodes_size = 1,
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near_nodes_vertical = 0,
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near_nodes_count = 3,
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plantlife_limit = -0.9,
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temp_max = -0.64, -- MM: more or less random values, just to make sure it's not everywhere
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temp_min = -0.22, -- MM: more or less random values, just to make sure it's not everywhere
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},
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flowers_plus.grow_seaweed
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)
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biome_lib:register_generate_plant({
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surface = {"default:dirt_with_grass"},
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avoid_nodes = { "flowers:sunflower" },
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max_count = sunflowers_max_count,
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rarity = sunflowers_rarity,
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min_elevation = 0,
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plantlife_limit = -0.9,
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temp_max = 0.53,
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random_facedir = {0,3},
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},
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"flowers:sunflower"
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)
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-- spawn ABM registrations
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY/2,
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spawn_plants = {
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"flowers:waterlily",
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"flowers:waterlily_225",
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"flowers:waterlily_45",
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"flowers:waterlily_675",
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"flowers:waterlily_s1",
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"flowers:waterlily_s2",
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"flowers:waterlily_s3",
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"flowers:waterlily_s4"
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},
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avoid_radius = 2.5,
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spawn_chance = SPAWN_CHANCE*4,
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spawn_surfaces = {"default:water_source"},
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avoid_nodes = {"group:flower", "group:flora" },
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seed_diff = flowers_seed_diff,
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light_min = 9,
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depth_max = 2,
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random_facedir = {0,3}
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})
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:seaweed"},
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spawn_chance = SPAWN_CHANCE*2,
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spawn_surfaces = {"default:water_source"},
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avoid_nodes = {"group:flower", "group:flora"},
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seed_diff = flowers_seed_diff,
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light_min = 4,
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light_max = 10,
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neighbors = {"default:dirt_with_grass"},
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facedir = 1
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})
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:seaweed"},
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spawn_chance = SPAWN_CHANCE*2,
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spawn_surfaces = {"default:dirt_with_grass"},
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avoid_nodes = {"group:flower", "group:flora" },
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seed_diff = flowers_seed_diff,
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light_min = 4,
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light_max = 10,
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neighbors = {"default:water_source"},
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ncount = 1,
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facedir = 1
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})
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:seaweed"},
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spawn_chance = SPAWN_CHANCE*2,
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spawn_surfaces = {"default:stone"},
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avoid_nodes = {"group:flower", "group:flora" },
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seed_diff = flowers_seed_diff,
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light_min = 4,
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light_max = 10,
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neighbors = {"default:water_source"},
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ncount = 6,
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facedir = 1
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})
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biome_lib:spawn_on_surfaces({
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spawn_delay = SPAWN_DELAY*2,
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spawn_plants = {"flowers:sunflower"},
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spawn_chance = SPAWN_CHANCE*2,
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spawn_surfaces = {"default:dirt_with_grass"},
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avoid_nodes = {"group:flower", "flowers:sunflower"},
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seed_diff = flowers_seed_diff,
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light_min = 11,
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light_max = 14,
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min_elevation = 0,
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plantlife_limit = -0.9,
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temp_max = 0.53,
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random_facedir = {0,3},
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avoid_radius = 5
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})
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-- Cotton plants are now provided by the default "farming" mod.
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-- old cotton plants -> farming cotton stage 8
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-- cotton wads -> string (can be crafted into wool blocks)
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-- potted cotton plants -> potted white dandelions
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minetest.register_alias("flowers:cotton_plant", "farming:cotton_8")
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minetest.register_alias("flowers:flower_cotton", "farming:cotton_8")
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minetest.register_alias("flowers:flower_cotton_pot", "flowers:potted_dandelion_white")
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minetest.register_alias("flowers:potted_cotton_plant", "flowers:potted_dandelion_white")
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minetest.register_alias("flowers:cotton", "farming:string")
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minetest.register_alias("flowers:cotton_wad", "farming:string")
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minetest.register_alias("sunflower:sunflower", "flowers:sunflower")
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print(S("[Flowers] Loaded."))
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