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https://github.com/mt-mods/plantlife_modpack.git
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a401f1369d
Lilies will be rotated randomly on place, in the same manner as they're usually generated. Hold 'sneak' (usually shift) while placing to force them to follow your facedir instead. Liles will replace buildable_to nodes when placed, including themselves. This will cause a loss of lilies if you just keep placing them over and over, but this is intentional. node_ownership, glomie's protection mod, and zeg9's protection mod are accounted for, as are infinite item stacks (e.g. plain creative mode). Also, compact the waterlily register node calls into a loop.
271 lines
7.4 KiB
Lua
271 lines
7.4 KiB
Lua
-- 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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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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-- register the various rotations of waterlilies
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local lilies_list = {
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{ nil, nil },
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{ "225", "22.5" },
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{ "45" , "45" },
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{ "675", "67.5" },
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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 = "Waterlily",
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drawtype = "nodebox",
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tiles = { "flowers_waterlily"..deg2..".png" },
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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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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 plantslib: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 plantslib: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 plantslib: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 plantslib:node_is_owned(place_pos, placer) 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.env:get_node(pt.under)
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local waterlily = math.random(1,4)
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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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end
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minetest.add_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.add_node(place_pos, {name = "flowers:waterlily", param2 = fdir})
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end
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if not plantslib.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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minetest.register_node(":flowers:seaweed", {
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description = "Seaweed",
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drawtype = "signlike",
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tiles = { "flowers_seaweed.png" },
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inventory_image = "flowers_seaweed.png",
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wield_image = "flowers_seaweed.png",
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "wallmounted",
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walkable = false,
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groups = { snappy = 3,flammable=2,flower=1 },
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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 = { -0.5, -0.5, -0.5, 0.5, -0.4, 0.5 },
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},
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buildable_to = true,
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})
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-- register all potted plant nodes, crafts, and most backward-compat aliases
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local flowers_list = {
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{ "Rose", "rose"},
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{ "Tulip", "tulip"},
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{ "Yellow Dandelion", "dandelion_yellow"},
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{ "White Dandelion", "dandelion_white"},
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{ "Blue Geranium", "geranium"},
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{ "Viola", "viola"},
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}
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for i in ipairs(flowers_list) do
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local flowerdesc = flowers_list[i][1]
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local flower = flowers_list[i][2]
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minetest.register_node(":flowers:potted_"..flower, {
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description = "Potted "..flowerdesc,
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drawtype = "plantlike",
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tiles = { "flowers_potted_"..flower..".png" },
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inventory_image = "flowers_potted_"..flower..".png",
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wield_image = "flowers_potted_"..flower..".png",
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sunlight_propagates = true,
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paramtype = "light",
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walkable = false,
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groups = { snappy = 3,flammable=2 },
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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 = { -0.25, -0.5, -0.25, 0.25, 0.5, 0.25 },
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},
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})
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minetest.register_craft( {
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type = "shapeless",
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output = "flowers:potted_"..flower,
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recipe = {
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"flowers:flower_pot",
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"flowers:"..flower
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}
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})
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minetest.register_alias("flowers:flower_"..flower.."_pot", "flowers:potted_"..flower)
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end
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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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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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-- spawn ABM registrations
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plantslib: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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},
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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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plantslib: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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plantslib: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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plantslib: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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-- crafting recipes!
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minetest.register_craftitem(":flowers:flower_pot", {
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description = "Flower Pot",
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inventory_image = "flowers_flowerpot.png",
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})
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minetest.register_craft( {
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output = "flowers:flower_pot",
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recipe = {
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{ "default:clay_brick", "", "default:clay_brick" },
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{ "", "default:clay_brick", "" }
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},
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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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print("[Flowers] Loaded.")
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