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plantlife_modpack/bushes_classic/nodes.lua
Luke aka SwissalpS f629f54d43
Is ground content revision (#69)
* bushes ground content

minetest default game treats all bush parts as ground
content, so we do that here too. The baskets however are
player made and placed, so they aren't ground content

* cavestuff ground content

Pebbles are given to mapgen as decorations, so they have
been left as ground content.
The stalactites are not ground content

* user 'placed' nodes -> not ground content

* ground content revision
2024-03-15 17:54:16 +01:00

216 lines
6.0 KiB
Lua

-- support for i18n
local S = minetest.get_translator("bushes_classic")
plantlife_bushes = {}
-- TODO: add support for nodebreakers? those dig like mese picks
plantlife_bushes.after_dig_node = function(pos, oldnode, oldmetadata, digger)
if not (digger and pos and oldnode) then
return
end
-- find out which bush type we are dealing with
local bush_name = ""
local can_harvest = false
if oldnode.name == "bushes:fruitless_bush" then
-- this bush has not grown fruits yet (but will eventually)
bush_name = oldmetadata.fields.bush_type
-- no fruits to be found, so can_harvest stays false
else
local name_parts = oldnode.name:split(":")
if #name_parts >= 2 and name_parts[2] ~= nil then
name_parts = name_parts[2]:split("_")
if #name_parts >= 2 and name_parts[1] ~= nil then
bush_name = name_parts[1]
-- this bush really carries fruits
can_harvest = true
end
end
end
-- find out which tool the digger was wielding (if any)
local toolstack = digger:get_wielded_item()
local capabilities = toolstack:get_tool_capabilities()
-- what the player will get
local harvested
-- failure to find out what the tool can do: destroy the bush and return nothing
local groupcaps = capabilities.groupcaps
if not groupcaps then
return
-- digging with the hand or something like that
elseif groupcaps.snappy then
-- plant a new bush without fruits
minetest.swap_node(pos, {type = "node", name = "bushes:fruitless_bush"})
local meta = minetest.get_meta(pos)
meta:set_string('bush_type', bush_name)
-- construct the stack of fruits the player will get
-- only bushes that have grown fruits can actually give fruits
if can_harvest then
local amount = "4"
harvested = "bushes:" .. bush_name .. " " .. amount
end
-- something like a shovel
elseif groupcaps.crumbly then
-- with a chance of 1/3, return 2 bushes
local amount
if can_harvest and math.random(1,3) == 1 then
amount = "2"
else
amount = "1"
end
-- return the bush itself
harvested = "bushes:" .. bush_name .. "_bush "..amount
-- something like an axe
elseif groupcaps.choppy then
-- the amount of sticks may vary
local amount = math.random(4, 20)
-- return some sticks
harvested = "default:stick " .. amount
-- nothing known - destroy the plant
else
return
end
-- give the harvested result to the player
if harvested then
--minetest.chat_send_player("singleplayer","you would now get "..tostring( harvested ) );
local itemstack = ItemStack(harvested)
local inventory = digger:get_inventory()
if inventory:room_for_item("main", itemstack) then
inventory:add_item("main", itemstack)
else
minetest.item_drop(itemstack, digger, pos)
end
end
end
plantlife_bushes.after_place_node = function(pos, placer, itemstack)
if not (itemstack and pos) then
return
end
local name_parts = itemstack:get_name():split(":")
if #name_parts < 2 or name_parts[2] == nil then
return
end
name_parts = name_parts[2]:split("_")
if #name_parts < 2 or name_parts[1] == nil then
return
end
minetest.swap_node(pos, {name = "bushes:fruitless_bush"})
local meta = minetest.get_meta(pos)
meta:set_string("bush_type", name_parts[1])
end
-- regrow berries (uses a base abm instead of biome_lib because of the use of metadata).
minetest.register_abm({
nodenames = {"bushes:fruitless_bush"},
neighbors = {"group:soil", "group:potting_soil"},
interval = 500,
chance = 5,
action = function(pos, node, active_object_count, active_object_count_wider)
local meta = minetest.get_meta(pos)
local bush_name = meta:get_string("bush_type")
if bush_name and bush_name ~= "" then
local dirtpos = {x = pos.x, y = pos.y-1, z = pos.z}
local dirt = minetest.get_node(dirtpos)
local is_soil = minetest.get_item_group(dirt.name, "soil") or minetest.get_item_group(dirt.name, "potting_soil")
if is_soil and (dirt.name == "farming:soil_wet" or math.random(1,3) == 1) then
minetest.swap_node( pos, {name = "bushes:" .. bush_name .. "_bush"})
end
end
end
})
-- Define the basket and bush nodes
for i, bush_name in ipairs(bushes_classic.bushes) do
minetest.register_node(":bushes:basket_"..bush_name, {
description = bushes_classic.bushes_descriptions[i][5],
drawtype = "mesh",
mesh = "bushes_basket_full.obj",
tiles = {
"bushes_basket_pie_"..bush_name..".png",
"bushes_basket.png"
},
paramtype = "light",
paramtype2 = "facedir",
on_use = minetest.item_eat(18),
groups = { dig_immediate = 3 },
is_ground_content = false,
})
local groups = {snappy = 3, bush = 1, flammable = 2, attached_node=1}
if bush_name == "mixed_berry" then
bush_name = "fruitless";
groups.not_in_creative_inventory = 1
end
local node_dig_prediction
local node_placement_prediction
if bush_name ~= "fruitless" then
node_dig_prediction = "bushes:fruitless_bush"
node_placement_prediction = "bushes:fruitless_bush"
end
minetest.register_node(":bushes:" .. bush_name .. "_bush", {
description = bushes_classic.bushes_descriptions[i][6],
drawtype = "mesh",
mesh = "bushes_bush.obj",
tiles = {"bushes_bush_"..bush_name..".png"},
paramtype = "light",
sunlight_propagates = true,
walkable = false,
groups = groups,
sounds = default.node_sound_leaves_defaults(),
drop = "",
node_dig_prediction = node_dig_prediction,
node_placement_prediction = node_placement_prediction,
after_dig_node = function( pos, oldnode, oldmetadata, digger )
return plantlife_bushes.after_dig_node(pos, oldnode, oldmetadata, digger);
end,
after_place_node = function( pos, placer, itemstack )
return plantlife_bushes.after_place_node(pos, placer, itemstack);
end,
})
-- do not spawn fruitless bushes
if bush_name ~= "fruitless" then
table.insert(bushes_classic.spawn_list, "bushes:"..bush_name.."_bush")
end
end
minetest.register_node(":bushes:basket_empty", {
description = S("Basket"),
drawtype = "mesh",
mesh = "bushes_basket_empty.obj",
tiles = { "bushes_basket.png" },
paramtype = "light",
paramtype2 = "facedir",
groups = { dig_immediate = 3 },
is_ground_content = false,
})